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MERCHANT Edit

Infusions: Beginning at 1st level, When you gain a new level as a Merchant, you gain 1 additional merchant infusion you use cast per day. In addition, when you gain another infusion level, you gain another infusion per day for that spell level and every infusion level before it to a maximum of 3 additional infusions per day for most infusion slots.

Item Creation: This works as the listed ability. It possesses no additional effects.

Sabotage Construct: This works as the listed ability. It possesses no additional effects.

Craft Reserve: This works as the listed ability. It possesses no additional effects.

Magic Sense: This works as the listed ability. It possesses no additional effects.

Merchant Bonus Feats: This works as the listed ability. It possesses no additional effects. If a character already possesses these feats they gain no benefit.

Practiced Artifice: This works as the listed ability. It possesses no additional effects.

Retain Essence: This works as the listed ability. It possesses no additional effects.

Metamagic Spell Trigger: This works as the listed ability. It possesses no additional effects.

Additional Ring: This ability works as the listed ability, granting the Merchant extra slots to place rings on his body.

Heroic Charged Items: This works as the listed ability. It possesses no additional effects.

Metamagic Spell Completion: This works as the listed ability. It possesses no additional effects.

Heroic Constructs: This works as the listed ability. It possesses no additional effects.

Hasten Infusion: The Merchant gains 1 additional use per day of this ability, the Merchant gains additional uses of the Hasten Infusion ability as listed.

Skill Mastery: This works as the listed ability. It possesses no additional effects.

Infuse Self: This works as the listed ability. It possesses no additional effects.

Paragon Merchant: This works as the listed ability. It possesses no additional effects.

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