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30. Mercantile Savvy: For all the disparaging talk about their people skills, adventurers are experts at dealing with merchants, caravaneers, couriers, and the independently wealthy. An adventurer treats every settlement as though it were one size category larger for the purposes of whether magic items are available for sale in that settlement. In addition, she adds her adventurer level to Survival checks made to navigate to a settlement for the purpose of buying or selling merchandise, to Appraise and Sense Motive checks made during bargaining, and to any Bluff, Diplomacy, Sense Motive, and Knowledge checks made to convince someone to employ her or offer her work.
31. Adventurer's Rule:Rule #14: I can have that special ordered. Starting at 7th level, an adventurer who knows Rule #14 can name any item of value not more than 50% of her recommended WBL and announce her intention to purchase it. That item becomes available for purchase in the settlement she is currently in after 2d10 days. She must still pay the full value of the item, and must remain in the settlement until the item arrives or is custom-made. Alternatively, the adventurer can spend 2d4 days traveling in order to meet a courier on the road. Any Survival checks made while traveling in this way benefit from her Mercantile Savvy bonus. Either way, if she does not purchase the item upon arrival, it is immediately lost and the adventurer may not use this ability again for 30 days or until she has gained a level in adventurer.