Market Inspector (Apath)

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Unofficial rules compendium

Market inspectors fulfill a role in administering church power over markets, seeking out fraudulent, lost, unclaimed, or wrongly seized wealth.

Class Information

This is a prestige archetype, an inquisitor focused on markets and goods.

Prestige Class: Balanced scale from Pathfinder Chronicles: Dark Markets, A Guide to Katapesh.

Build Classes: Inquisitor

Role: A market inspector has unique utility in the material services he can provide, always having the right tool for the task.

Alignment: A market inspector must have a patron associated with wealth, trade, and civilization.

Hit Die: d8.

Class Skills

The market inspector's class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Heal (Wis), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (dungeoneering) (Int), Knowledge (local) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), Stealth (Dex), Survival (Wis), and Swim (Str).

Skill Ranks at Each Level: 6 + Int modifier.

Class Features

The market inspector has all inquisitor class features, except as noted.

Eye of the Market (Ex)

At second level a market inspector gains eye of the market. The market inspector must estimate value quickly and accurately, particularly to find forged or illegal wares. He receives a morale bonus on all Appraise checks equal to 1/2 his inquisitor level (minimum +1), can appraise an item with 1 full-round action instead of 1 minute, and he can use Appraise to identify falsified merchandize. This replaces track.

Bottomless Bag (Su)

At level 3, the market inspector gains the bottomless bag ability. Sometimes a market inspector finds an unexpected treasure too large to transport. Once per day she can turn any ordinary sack, backpack, or other container into a bag of holding type II. The container remains a bag of holding for 1 hour per class level; after the duration expires, the container resumes its normal properties, and any items too large to fit within its true dimensions immediately and harmlessly fall out of the opening. Unlike a permanent bag of holding, the bag created by this ability cannot be overloaded or ruptured, nor does it have any special interaction with other kinds of extra-dimensional spaces. This replaces solo tactics and the teamwork feats gained at level 12 and 18.

At 12th level, the market inspector’s bottomless bag increases to the size of a bag of holding type III. Alternately, she can create two bags of holding type II in a day, though their extradimensional spaces are not linked in any way.

At 18th level, the market inspector’s bottomless bag increases to the size of a bag of holding type IV. Alternately, she can create three unconnected bags of holding type II.

Vault Jump (Sp)

At level 3, the market inspector learns the vault jump ability. Those who drive hard bargains and search for lost treasures sometimes run, and quick pursuit or a well-planned trap might be called for. Once per day, a market inspector can create a one-way portal through the vault. She may use the portal as if it were a dimension door, but can only travel to areas within range and to which she has been (for example, she cannot use it to get past a sealed door into the unknown room beyond). The market inspector’s caster level for this ability is equal to her divine caster level, and she can bring others with her as defined in the spell descriptions.

For every 6 levels after level 3, the market inspector can vault jump an additional time per day. This replaces the teamwork feats gained at level 3, 9, and 15.

As with the market inspector’s ability to access the vault, some scholars believe this ability transports the user through a space other than the vault. Their reasoning is that, if a market inspector were mind-controlled or otherwise compromised, this ability might allow thieves to access the vault and steal the priceless, perfect items stored there.

Access the Vault (Su)

At 6th level, a market inspector gains the power to access a divine planar repository holding perfect versions of every item ever made. Once per week a market inspector can summon copies of any non-magical items (normal or masterwork) as long as the total market price of all items summoned is equal to or less than 500 gp per divine caster level. No single object can be larger than 1 cubic foot per caster level. The item remains with the market inspector for 1 minute per class level, after which it returns automatically to the vault. Consumable items vanish once used but function for their normal duration or 1 minute per class level, whichever is less. Even if an item is destroyed while in the market inspector’s possession, a new copy appears in the vault.

At 13th level, a market inspector can use this ability to summon a magic item from the vault. Items with charges always arrive fully charged, and the price limit applies to this fully charged version (for example, a fully charged wand of cure serious wounds costs 11,250 gp, putting it out of reach of any caster level 22 or lower).

Items taken from the vault are obviously of exceptional quality and radiate magic (even if not normally a magic item, such as a chair or table), and their unearthly perfection is enough to make any intelligent potential buyer suspicious. The faith frowns on selling items from the vault, as it is essentially stealing from the buyer (as the items vanish shortly thereafter), which disrupts faith in fair trade; market inspectors who abuse this ability lose access to the vault until they have atoned for their transgression.

Some religious scholars theorize that this power does not actually draw items from the vault, the items are actually copies of the perfect items, perhaps placed in another divine vault created for this purpose or as a backup.

This replaces the teamwork feat gained at level 6.

Table: Market Inspector

Class
Level
Base Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special Spells per Day
1 2 3 4 5 6
1st +0 +2 +0 +2 Domain, judgment 1/day, monster lore, orisons, stern gaze 1
2nd +1 +3 +0 +3 Appraising eye, cunning initiative, detect alignment 2
3rd +2 +3 +1 +3 Bottomless bag (type II), vault jump 3
4th +3 +4 +1 +4 Judgment 2/day 3 1
5th +3 +4 +1 +4 Bane, discern lies 4 2
6th +4 +5 +2 +5 Access the vault (non-magical items) 4 3
7th +5 +5 +2 +5 Judgment 3/day 4 3 1
8th +6/+1 +6 +2 +6 Second judgment 4 4 2
9th +6/+1 +6 +3 +6 Vault jump (2/day) 5 4 3
10th +7/+2 +7 +3 +7 Judgment 4/day 5 4 3 1
11th +8/+3 +7 +3 +7 Stalwart 5 4 4 2
12th +9/+4 +8 +4 +8 Bottomless bag (type III), greater bane, 5 5 4 3
13th +9/+4 +8 +4 +8 Access the vault (magic items), judgment 5/day 5 5 4 3 1
14th +10/+5 +9 +4 +9 Exploit weakness 5 5 4 4 2
15th +11/+6/+1 +9 +5 +9 Vault jump (3/day) 5 5 5 4 3
16th +12/+7/+2 +10 +5 +10 Judgment 6/day, third judgment 5 5 5 4 3 1
17th +12/+7/+2 +10 +5 +10 Slayer 5 5 5 4 4 2
18th +13/+8/+3 +11 +6 +11 Bottomless bag (type IV) 5 5 5 5 4 3
19th +14/+9/+4 +11 +6 +11 Judgment 7/day 5 5 5 5 5 4
20th +15/+10/+5 +12 +6 +12 True judgment 5 5 5 5 5 5

Summary of Lost Class Abilities

These abilities of the original class are lost or modified in this archetype:

  • Class Skills
  • Solo Tactics
  • Teamwork Feats
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