Magical Merchant [Archive] - Wizards Community

Post/Author/DateTimePost
neilthrun

04-29-07, 10:24 PM
Okay, so here's a prestige class I've designed. Its got some interesting mechanics, especially the exchange xp for gold power. I'm not sure if its balanced, or even how you would balance such a prc being that its power growth is no longer based on xp, but wealth. Anyways, PEACH, and I'll work in more fluff soon. Also, the prc template link is dead, so I modified the class template.

Magical Merchant

"No it doesn't grow on trees, in fact its much easier than that"- Barnes a gnome Magical Merchant on the topic of money

Magical Merchants specialize in wealth; specifically gaining it as quickly as they can. Magical Merchants are less interested in gaining the power of expiernce than they are in gaining the power of money. Most Magical Merchants are Wizards or Sorcerors, but other spellcasting classes can qualify. Bards sometime take to this path, but find it stifles their interest in adventure and gaining knowledge. Some clerics hear the call of wealth, specifically the clerics that revere dietes of wealth or trade. Druids almost never become Magical Merchants. Magical Merchants can be of any alignment. Some lawfull Magical Merchants find the power of money to work well in their schemes of domination or their buisness plans. Chaotic Magical Merchants find the ability to spontaenously create wealth an easy way to dirsupt markets or destroy monopolies.

Entry Requirements:
Skills: Apraise 4 ranks, Diplomacy 4 ranks, Profession(Any) 8 ranks, Sense Motive 4 ranks
Spells or Spelllike abilities: Caster Level 1st
Special: Must acquire 20,000 gold, create a sucessful buisness, destroy a rivals buisness, create a monopoly, disrupt trade through the use of wealth, ruin a curency, or greatly improve a currency. The Dungeon Master may deem other financial or buisness events that you undertake as the equivalent of one of these requirements.

Class Skills
The Magical Merchant's class skills (and the key ability for each skill) are Apraise(Int), Craft(Any)(Wis), Diplomacy(Cha), Gather Information(Cha), Profession(Any), Sense Motive(Wis), Speak Language

Skills Per Day at Each Additional Level : 4 + int

Hit Dice: d4

BAB Fort Ref Will Abilities[/b]
1. +0 +0 +0 +2 Instantaneous Wealth,
2. +1 +0 +0 +3 Magical Shop
3. +1 +1 +1 +3 Extradimensional Bank, Wealthy Spellcasting

Weapon Proficiencies: Magical Merchant's gain no new weapon or armor proficiencies.

Instantaneous Wealth(Su): A Magical Merchant may sacrifice his expiernce for material wealth, specifically gold. A Magical merchant may sacrifice expiernce points and gain that many gold coins, or an equivalent value of copper, silver or platinum pieces. He may sacrifice any amount of expiernce points, as long as he does not go below minimum expierence for his level. Using this ability is a full round action that provokes attacks of oportunity. The gold apears any where in the Magical Magicians possesion, including money pouches, bags, jars or cans. Alternatively the gold can appear at the feat of the Magical Merchant.


Magical Shop(Su):The Magical Merchant gains access to a secret magical shop. As a full round action, that provokes attacks of opportunity the Magical Merchant may buy any non magical item in the player's handbook at its full market price. To do so the Magical Merchant must take the gold require for the purchase and raise it into the air. The gold dissapears and the desired item appears. The Magical Shop is never out of stock and is open daily from 8:00 am to 6:00 pm. If the Magical Merchant doesn't offer enough gold, or it is an inapropriate time of day, the purcahse doesn's work, but no gold is lost.


Extradimensional Bank(Su): At 3rd level the Magical Merchant gains the ability to create an extradimensional bank, similiar to a bag of holding. The Extradimensional Bank can hold any ammount of non magical copper, silver, gold and platinum pieces. It can not hold any other items or creatures. To access the bank the Magical Merchant raises his hands into the air and thinks his desired transaction, either a withdrawl or deposit. In a withdrawl the Magical Merchant thinks how much he wants and in what form(copper, silver, gold, platinum or any combination thereof) and it appears in the Magical Merchants hands. In a Deposit, he raises an amount of coins, and simply deposits them into the bank. Depositing or Withdrawing is a standard action that provokes attacks of opportunity. No one else may access this bank but you. You need not be willing to access the bank. As long as you are conscious you are aware of the amount of coinage in your bank, and are immediatly aware if the amount changes for any reason.

Wealthy Spellcasting(Su): By simply possessing extreme ammounts of wealth, a Magical Merchant's caster level increases as stated in the chart below. This wealth must be in the form of copper, silver, gold or platinum pieces, and must physically be on the Magical Merchant's person, not in his Extradimensional bank or any other extradimensional space, such as a bag of holding or such. This caster level bonus may not increase the Magical Merhcants caster lvl above his character level.

2,000 gold +1 caster lvl
4,000 gold +2 caster lvl
9,000 gold +3 caster lvl
16,000 gold +4 caster lvl
25,000 gold +5 caster lvl
36,000 gold +6 caster lvl
49,000 gold +7 caster lvl
64,000 gold +8 caster lvl
81,000 gold +9 caster lvl
100,000+ gold +10 caster lvl

PLAYING A MAGICAL MERCHANT
Magical Merchants are entrepaneurs, robber barons, shopkeepers, guildmasters, farmers, traders and many other things. Above all they are interested in wealth, be it for good, evil, chaotic, lawful or neutral reasons.
Religion: Magical Merchants may or may not revere dieties. Those that do often follow gods of Trade or Gold, like Waukeen or Garl Glittergold. Some Lawful Evil dieties will often employ Magical Merchants, as they understand how mortals are easily tempted by wealth. Some chaotic good dieties might see Magical Merchants as a quick and easy solution to problems that can be solved with money, and often the vast economic problems asscioated with using wealth in this way is ignored.
Other Classes: Magical Merchants get along with most classes, specifically those interested in making money. They often find themselves at odds with clerics if their wealth is used for acts that conflict with the cleric's ideals.
Combat: A magical merchant has forgone improve his casting options, and is often quite weak in combat, but that weakness is made up for with expensive magical items, devives, bribery or armies under his employ
Advancement: Magical merchants will often continue in the spellcasting class they entered with, that is if they continue at all. Some Magical Merchants chose to forgoe gaining expiernce, turning all of their expiernce into gold.

MAGICAL MERCHANT'S IN THE WORLD

Daily Life:
Notables:
Organizations:
NPC Reaction
MAGICAL MERCHANTS IN THE GAME
Adaptation:
Encounters:
pmurray@bigpond.com

04-30-07, 01:21 AM
I wrote this prestige class where, as a move action, you could add 50 points to any ability score (or divide the 50 among the scores). Cool, huh? My DM won't let me play it, though.
Thrincold

04-30-07, 11:56 AM
So, a cool mechanic for infinite wealth. There are easier ways of doing this. Neat concept, but needs lots of work, and some sort of detrimental effects. Since, self-correcting XP allows you to catch up to your party rather quickly, and you don't have to level at any given time in order to use XP for just the types of things this class needs, I see a character that can sacrifice a few levels of advancement to make the the entire party way over wealth by level, then catch up rather easilly.

Or for that matter, every Cohort I ever take with Leadership will have this class, expend all he can from it at my behest, then be dismissed and replaced within a week.

That, and for a class that deals with money so much, Appraise should be on the list of requirements...

Oh, and your Caster increase, good luck physically carrying enough gold to use that mechanic to any effect.

I think I see where you want to go with this and don't want to be totally negative, but this has ABUSE written all over it more than the proverbial red-headed step-child of lore.
neilthrun

04-30-07, 12:54 PM
So, a cool mechanic for infinite wealth. There are easier ways of doing this. Neat concept, but needs lots of work, and some sort of detrimental effects. Since, self-correcting XP allows you to catch up to your party rather quickly, and you don't have to level at any given time in order to use XP for just the types of things this class needs, I see a character that can sacrifice a few levels of advancement to make the the entire party way over wealth by level, then catch up rather easilly.

Or for that matter, every Cohort I ever take with Leadership will have this class, expend all he can from it at my behest, then be dismissed and replaced within a week.

That, and for a class that deals with money so much, Appraise should be on the list of requirements...

Oh, and your Caster increase, good luck physically carrying enough gold to use that mechanic to any effect.

I think I see where you want to go with this and don't want to be totally negative, but this has ABUSE written all over it more than the proverbial red-headed step-child of lore.

thanks for a serious response, and yes I'm aware this could be abused, and it needs refining.

I hadn't thought of the cohort issue. But then again, do cohorts actually gain expierence or just levels?

Also, while a character can easily fall behind his party in xp, would it be worth it to do it just for money? Magical items, maybe. Powerfull spells, yeah. But what are you honestly going to do with so much gold? After awhile, lets say 10th level, your going to need more than gold to bribe people and more than gold to buy your way through the campaign world.

Perhaps some mechanic, where the xp you spend doesn't really dissapear but instead gives you an effective character lvl, so if you currently have enough xp and have spent enough xp on gold to be a higher lvl than you are, you gain expiernce as if you were that level? Thats a bit messy. Perhaps you can only sacrifice so much gold per lvl?

Appraise is definately a good idea. I skipped over that one on accident.

And for the caster lvl increase, I wanted to make it difficult to use. You're going to need to be polymorphed, completely tricked out with str increasing gear and possibly epic feats to make use of it fully. for the whole +10 bonus you'd need to be able to cary (more likely drag..) 500,000 pounds. A collossal quadreped creature, with a big strenght score maybe able to get that full +10. But would most likely be heavily encumbered. Generally I'd see using the mechanic as so, polymorph, then giant size, then accessing your extradimensional bank to get the required gold.

Does the x4 for each xp point seem reasonable? Should it be 2 or 1?
Thrincold

04-30-07, 01:04 PM
My point is that this class in all ways is broken. The cohort issue is thus; I have leadership, I have enough of a score and a high enough level to have a cohort that qualifies for this class, plus a few levels. I declare that my cohort is only minimum level needed to take one level in this class, and has all extra XP hoarded, allowing him to cash it in.

I take said money, dismiss him, rinse, repeat. I could even keep him, treat him nicely, and have him die nobly, therefore not taking penalties to my leadership score. That, and with just one or two cycles, I qualify for great power, will be able to afford the royal castle as a base of operations, and in all other ways max out my score.

As for using it myself, well I could just hang back, not contribute much to direct combat. Remember RAW, I have to survive an encounter, not defeat it, or do much of anything else in that encounter. I'll have enough money to trick out my party, buy all the defensive stuff I could want, and just be a walking pot of gold for my party. And, since I'm never gaining levels, my XP to gold bank keeps increasing as my parties level goes up, the ECL of my opponents go up, but I largely stay the same.

There are cheaper, easier and less overt "infinate" money loops and scemes already in the rules to exploit. Like I said, you have the basics of writing PrCs down, but need to focus on something less "I win the game".

Otherwise, go exploit one of the infinite money-making bugs in WOW or DDO.
neilthrun

04-30-07, 08:51 PM
There are cheaper, easier and less overt "infinate" money loops and scemes already in the rules to exploit. Like I said, you have the basics of writing PrCs down, but need to focus on something less "I win the game".
Otherwise, go exploit one of the infinite money-making bugs in WOW or DDO.
Yikes!
I'm going to argue one point. Its not an infinite source of money, in fact its a quite finite and dangerous source of money. Money is a physical thing, unlike expiernce points. For this reason turning your xp into gold can be a potentially dangerous thing, and if your only solution for problems is to burn more xp and throw money at it, you're going to eventually fail. With every sunder, disjunction, slain horse, burned building, meal, night in a tavern, bad buisness deal, you'll lose that cash. In fact if a PC used the class in such a way as you suggest, it'd just eventually spell disaster. I intended the mechanic to be a temporary solution.

I've done some math, and I'm going to change the mechanic to one piece of gold = one xp. When comparing the xp chart to character wealth by level, I checked the differences of wealth between levels and xp between levels. By doing this, the character will be getting be getting less than the normal wealth increase per level in extra gold. Thats right its extra gold, this assumes the party is continuing to level. So the wealth total would be the normal amount of a character for the magical merchants lvl plus less than 2 times the wealth differnce between the magical merchant and the average wealth of the party. Or

W = n +[<2x(PW-N)]

(ick, not even sure how to write that out correctly, but i think it would get the point across more.)

I just want to make sure, as xp rules are always kind of goofy, lets say a 3rd, 6th, 6th and 6th are adventuring together. They kill a troll, they all get the same amount of xp right? I'm aware the amount of xp needed for the 3rd to lvl is less.

EDIT: Another problem I realized. In a solo campaign, the character could cease lvl, and continue to keep undertaking crs appropriate for his deflated lvl. Obviously a DM should realize this character is more powerful than a normal character of his lvl, and throw apropriate challanges at him. Perhaps I should write a little "for the dm" sidebar with info like this. I'll think it over some more, see if I'm missing anything else. I'm also going to make an 8th lvl magical merchant, that should be 14th(effective 14th lvl gear, plus extra gold), and see what I can do powergaming wise to break it, assuming hes managed to not waste any of that wealth(lose it, spend it on non permanent things), and spend it all on magic items(though I'll never understand dms that just have magic item shops) and the aid of high lvl spellcasters.
Thrincold

05-01-07, 11:38 AM
Yikes!
I just want to make sure, as xp rules are always kind of goofy, lets say a 3rd, 6th, 6th and 6th are adventuring together. They kill a troll, they all get the same amount of xp right? I'm aware the amount of xp needed for the 3rd to lvl is less.



No, that is where you are wrong. If you look at the XP chart, the 3rd level would get 1/4 xp as normal, but it would be much more XP than the 6th levels' 1/4 because the CR is so much higher for that character. This is where the benefit of your class comes in. With the exponential increase of XP shares gained by not leveling, you can easily surpass the wealth by level mechanic. Even at 1 for 1 it is a significantly return.
neilthrun

05-01-07, 01:26 PM
AH! I never realized that. For some reason I had always taken the average party lvl and divided that in even amounts. Okay, I'm going to do some brainstorming for a way to fix this. Thanks for pointing it out.
neilthrun

07-08-07, 11:40 AM
I figured I'd give this a bump. It hasnt seen a playtest yet, but after mulling over the mechanics more, I really do not feel its overpowered. Money is a valuable resource, but really, what are you going to do with that much?

Cohort issue is most likely not a problem. Cohorts and Leadership are dm fiat, perhaps I could include a sidebar about it, but its no different than a pc getting an item crafting cohort, using all the xp, dismissing his cohort, rinse and repeat. Except now your getting gold, not items.
JellyPooga

07-08-07, 01:12 PM
I like the general idea of this PrC (I always liked playing Merchants in ADOM), but I think that it could use some work...

Namely:

1)Instantaneous Wealth: I dislike this ability. Quite a lot. XP is (almost) purely a game mechanic and I can't quite think of a good in-game explanation as to what is occurring...Is it sacrificing your life-force to create gold? Is it simply the ability to create wealth from nothing? I'm not sure where you're going with this.

2)Extradimensional Bank: Gotta love the idea of this. The first thing I though when I saw this was that instead of having Instantaneous Wealth, you just have Extradimensional Bank. A magical money storage/retrieval system. This would be the PrC's 1st level ability if I were creating it.

3)Magical Shop: Hmmm, another one I'm uncertain about, but I'll roll with it. What I was thinking with this is that instead of an unspecified general shop that takes your money in exchange for goods but never actually appears, you have the ability to summon a portal to an extra-dimensional shop. This ability would function a certain number of times per day (possibly a function of how much wealth is in your Extradimensional Bank) and it makes a physical door appear in your vicinity, which leads to a shop, owned and run by a very high level Magical Merchant. I'd suggest that you not only allow mundane items to be bought, but also magical and alchemical ones...just make everything really rather expensive. As a Capstone ability for the PrC (which would require it be expanded somewhat), a Magical Merchant gets his very own Magical Shop to run...the front door to which works in a similar way to the door in Howls Moving Castle (i.e. one door, several destinations, which can change).

4)Wealthy Spellcasting: Although I like the mechanic, I feel it's too abusable with Shrink Item type approaches...no, wait, I just read that you can't increase Caster Level above Character Level...that should be fine then...no problems here. Like it....except it could probably bear some playtesting to get the "value:CL increase" ratio right.

With your permission, I'll put some time into this (all of the above is off the top of my head) and post my version (which, of course, will only be suggestions and you'd be welcome to steal/butcher/do as you will with it)
neilthrun

07-11-07, 02:14 AM
Feel free to post new versions I'm all ears.
JellyPooga

07-11-07, 10:23 AM
Magical Merchant

The Magical Merchants are a society of spellcasters absolutely devoted to the accumulation of wealth. Most of them, after being initiated, set up shop in the largest and most diverse city they can find, obtain a source of rare materials and spend the rest of their lives selling magic items that they’ve made. Others take up the life of travelling merchants, using their considerable bartering skills (with a touch of enchantment) to make the best deals on goods in one place and selling on for profit in another (those Teleport spells do come in handy for long distance transactions). Others still hire mercenaries or join bands of adventurers and actively seek out valuable treasures to sell.
Regardless of their methods, all Magical Merchants covet the wealth they make for the sake of the wealth itself and horde it away in the most secret of places so that no-one else can have it. This tendency, combined with particularly successful or unscrupulous members can cause small economies to collapse. As such, the society puts strict limits on how much any particular member accumulates and ensures that the wealth gets redistributed, though members still retain a ‘virtual horde’ of how much they’ve earned. Members in good standing earn the privilege to horde more of the actual wealth they earn and can exchange money in their ‘virtual horde’ for certain privileges, the most coveted of which is the ownership of one of the legendary Extra-Dimensional Shops; warehouse sized boutiques who’s doors open on to every Plane of existence.

Entry Requirements

Skills: Appraise 8 ranks, Bluff 8 Ranks, Diplomacy 4 ranks, Profession(Any) 8 ranks, Sense Motive 4 ranks
Feats: Any two feats from the following list: Negotiator, Persuasive, Skill Focus (Bluff), Skill Focus (Diplomacy) or any Item Creation feat
Spells casting: Able to cast 2nd level spells
Special: Must be accepted into the Magical Merchants society. This requires a donation of 20,000 gold pieces to the society and the supplicant must prove their mercantile worth by performing a feat of significant mercantile value. Examples of a ’feat of great mercantile value’ include: create a successful business, destroy a rivals business, create a monopoly, disrupt trade through the use of wealth, ruin a currency, or greatly improve a currency. The Dungeon Master may deem other financial or business events that you undertake to qualify as well.

Hit Dice: d4

Skill Points: 4 + (Int mod)
Class Skills
Appraise, Bluff, Craft (any), Diplomacy, Gather Information, Knowledge (arcana), Profession (any), Sense Motive, Sleight of Hand, Speak Language

Level|B.A.B|Fort|Ref|Will|Special|Spellc asting
1|+0|+0|+0|+2|Extradimensional Bank|+1 to existing class
2|+1|+0|+0|+3|Summon Shop| -
3|+1|+1|+1|+3|Master Merchant|+1 to existing class
4|+2|+1|+1|+4|Wealthy Spellcasting| -
5|+2|+1|+1|+4|Extradimensional Shop|+1 to existing class

Weapon and Armour Proficiencies: Magical Merchants gain no new weapon or armour proficiencies.

Spellcasting: At levels 1, 3 and 5, a Magical Merchant gains new spells per day and spells known as if he had also gained a level in a spellcasting class that he belonged to previously (no other abilities, etc. etc.).

Extradimensional Bank (Ex): The Society owns several demi-planes and large extra-dimensional spaces which are devoted to storing the accumulated wealth of its members. It employs a large number of people to run this ‘bank’ and every member of the society has an account. Magical Merchants can deposit money into their account and withdraw it at any time, saving them the trouble of carrying their accumulated wealth with them or having to physically go to a bank on their Plane of existence.

The Extradimensional Bank can theoretically hold any amount of non magical copper, silver, gold and platinum pieces. It can not hold any other items or creatures. To access the bank the Magical Merchant raises his hands into the air and thinks his desired transaction, either a withdrawal or deposit. In a withdrawal the Magical Merchant thinks how much he wants and in what form(copper, silver, gold, platinum or any combination thereof) and it appears in the Magical Merchants hands or other suitable receptacle touched by the Magical Merchant (such as a purse or wooden chest). In a Deposit, he raises an amount of coins into the air, and they simply disappear from whatever they were contained in, deposited into his account. Depositing or Withdrawing from your account is a standard action supernatural ability that provokes attacks of opportunity. No one else may access this bank but you. You need not be willing to access the bank. As long as you are conscious you may take a free action to become aware of the amount of wealth in your account.

Regardless of the actual composition of any wealth put into your account, the value is expressed in Gold pieces and any withdrawal can be composed of whatever denomination you wish (e.g. you could deposit 30 silver pieces and withdraw 3 gold pieces, or you could deposit 10 copper, 29 silver, 2 gold and 1 platinum and withdraw 30 silver and 12 gold)

The Society keeps strict tabs on the wealth accumulated by its members and there is a limit on how much physical wealth you may have ‘on hand’ to withdraw at any one time. This is a values equal to [(your level)2 x 250,000] gold pieces. If you deposit currency which takes you over this limit, the value is placed in your ‘Virtual Horde’. Wealth in your Virtual Horde can only be spent in Society-approved shops. You may not withdraw from your Virtual Horde but when you go up a level, any wealth in your Virtual Horde is transferred into your normal account, up to your new wealth limit. Any excess remains in your Virtual Horde.

Summon Shop (Sp): Once per day for every 10,000gp in your Extradimensional Bank, up to a maximum of twice your class level, you may summon a portal to one of the Societies Extradimensional Shops. This is a full-round action that provokes attacks of opportunity. One round after Summoning the Portal it appears within 10ft of your position in any suitable location of your choice (i.e. not within a wall or anything). The Portal looks like a simple wooden door, suspended about 1” above the ground and persists for 1 minute (10 rounds) before disappearing. You (and only you) may enter the portal by opening the door and walking through (anyone else encounters an impenetrable wall of force). Beyond the portal is a randomly determined shop. Roll three times on the table below to discover what sort of shop it is, what the pricing is like and how long you can stay there before the ‘bouncers’ throw you out.

D6|Type|Price|Time Limit
1|Mundane|+0%|5 minutes
2|Mundane|+50%|10 minutes
3|Mundane|+50%|30 minutes
4|Scrolls and Potions|+100%|1 hour
5|Weapons and Armour|+100%|1 hour
6|Wondrous Items|+200%|2 hours

Type
Mundane: You may purchase anything from the mundane equipment list in the PHB (and any other mundane equipment, subject to DM’s approval).

Scrolls and Potions: You may purchase any Scroll or Potion with a caster level no higher than your character level.

Weapons and Armour: You may purchase any magical weapon or armour subject to DM’s approval.

Wondrous Items: You may purchase any Wondrous Item, Rod, Ring, Staff or Wand subject to DM’s approval.

Price
This is the percentile increase to the price of everything within that shop…these Magical Merchants aren’t know for fair pricing.

Time Limit
This is the maximum amount of time you may spend in the shop. Once it expires, the shop simply fades from view, along with any un-purchased merchandise, leaving you standing where the portal was summoned.

All Summoned Shops are ‘Society Approved’ (and thus you can spend wealth in your ‘Virtual Horde’ in them).

Master Merchant(Ex.): Magical Merchants of 3rd level are so adept at wrangling the best prices out of others that they may adjust the price of any item they are buying or selling by up to 10% per class level (e.g. a 3rd level Magical Merchant buying an item listed at 100gp would only pay 70gp. Likewise, if he were selling that same item, his buyer would have to pay 130gp). This adjustment is made before making any skill checks to adjust price in your favour.

Wealthy Spellcasting(Su.): The Society helps its members in more ways than one, especially those who earn a lot of money. One of these bonuses is a little ‘run-time’ on the magical conduits that the Society has access to, boosting the power of a members spells. A Magical Merchant of 4th level or higher gains a bonus to his caster level for all Arcane spells or spell-like abilities based on how much money he has in his Virtual Horde, according to the table below.

[/table]Gold|CL Bonus
2,000|+1
4,000|+2
9,000|+3
16,000|+4
25,000|+5
36,000|+6
49,000|+7
64,000|+8
81,000|+9
100,000+|+10[/table]

Extra Dimensional Shop: At 5th level a Magical Merchant has reached the highest level of honour available in the Society and is gifted with his very own Extra Dimensional Shop. He may summon a portal to his own shop at will as a full-round action (as per his Summon Shop ability, except it’s always his own shop). The exact dimensions of the shop are at the DM’s discretion and the Magical Merchant is free to stock the shop however he wishes. There is no ‘time limit’ to how long the Magical Merchant may stay there, but others other than the owner are restricted to a maximum of 2 hours before being teleported outside. The owner can do nothing to prevent this. The owner may ‘anchor’ his shop to up to 3 different physical locations by performing an hour long ritual at that location. These ‘anchors’ need not be on the same Plane. An anchor may be removed by another hour long ritual at the location to be removed. Whilst a Magical Merchant is in his shop, there is a cumulative 5% chance every hour, that another Magical Merchant will Summon his shop. The DM should create an appropriate NPC to enter and potentially buy something. The owner, in such an occurrence, may not leave his shop through the summoned portal.
neilthrun

07-16-07, 12:20 PM
Cool! I like it alot better than mine. My own extra-dimensional store? Thats a sweet idea.