Making Money in a Low Loot World.


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Playing a 3rd Level Hal-Orc Sorceress in a Low Loot world where the GM makes us micromanage resources and still has us do months long caravan jobs for 50GP which we consider big money at this point.

There are no clerics and general populace fears magic.

Graca Goldtusk
Female Half-Orc Sorcerer 3
CN Medium humanoid (human, orc)
Init +5; Senses darkvision 60 ft.; Perception +6
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Defense
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AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 27 (3d6+9)
Fort +5, Ref +5, Will +5
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Offense
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Speed 30 ft.
Melee longsword -1 (1d8-2/19-20) and
scorpion whip -1 (1d4-2)
Ranged light crossbow +4 (1d8/19-20)
Special Attacks bloodline arcana: arcane
Sorcerer Spells Known (CL 3rd; concentration +7):
1st (6/day)—color spray (DC 15), identify, infernal healing, mage armor
0 (at will)—daze (DC 14), detect magic, jolt, mage hand, mending, prestidigitation, read magic, spark (DC 14)
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Statistics
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Str 7, Dex 16, Con 16, Int 14, Wis 12, Cha 18
Base Atk +1; CMB -1; CMD 12
Feats Cosmopolitan, Eschew Materials, Extend Spell
Traits magical lineage, reactionary
Skills Appraise +6, Bluff +8, Craft (alchemy) +6, Diplomacy +8, Handle Animal +5, Intimidate +10, Knowledge (arcana) +6, Knowledge (local) +8, Perception +6, Spellcraft +7; Racial Modifiers +2 Intimidate, +2 Knowledge (local)
Languages Other Language, Common, Draconic, Elven, Goblin, Orc
SQ arcane bonds (arcane bond [familiar]), bloodlines (arcane), metamagic adept, orc blood
Other Gear crossbow bolts (20), light crossbow, longsword, scorpion whip, backpack, bedroll, belt pouch, cage, tiny, flint and steel, jewelry, grooming kit, mess kit, orc trail rations (5), riding dog, 98 gp, 14 sp
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Special Abilities
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Arcane When a spell level is increased by a metamagic feat, it gains +1 DC.
Bloodline Arcana: Arcane (Ex) When a spell level is increased by a metamagic feat, it gains +1 DC.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Extend Spell Spell duration lasts twice as normal. +1 Level.
Familiar Bonus: +4 bonus on initiative checks You gain the Alertness feat while your familiar is within arm's reach.
Magical Lineage (Fireball) A chosen spell counts as 1 level lower when metamagic feats are applied to it.
Metamagic Adept (1/day) (Ex) Apply a metamagic feat 1/day without increasing the casting time.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.


What is the rest of the party like? If you've got some skills and stealth between you all then heist jobs or sneaking into a bandit camp sounds like a good idea. At 3rd level it's easy to not have enough money, you might also think about crafting at some point.

Scarab Sages

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Get a new GM.

Seriously. Wealth is a form of power that is factored into the difficulty of the encounters. If he keeps under-funding you, you will fall further and further behind the power curve.

Just get a new GM, it's easier.


ashern wrote:
What is the rest of the party like? If you've got some skills and stealth between you all then heist jobs or sneaking into a bandit camp sounds like a good idea. At 3rd level it's easy to not have enough money, you might also think about crafting at some point.

Other Party Members Include:

3rd Lvl Halfling Wizard - GM makes him keep track of spell components

1st Lvl Rogue/2nd Lvl Ranger, Human - based on Crossbow (for now) saving money for a normal bow.

2nd Lvl Gnome Barbarian Hurler - based on Chakram.

2nd Lvl Half-Orc Fighter


In a low loot, copper-pinching campaign the most important piece of gear is the cart & mule, although at level 3 you should be able to find enough money to afford a heavy wagon and horse which carries much more weight. Leave nothing of potential value behind, when you kill someone, at most leave a nekkid copse behind and ask about filings and if there is a market for hides, organs, hair, tattooed goblin-skin lampshades or whatever. This also applies to any 'dungeon' you go through, don't leave two stones standing if a farmer might buy the materials for a stone wall.

craft wondrous items: on your months long caravan trips you can get a few hours of crafting in each day. first up is a portable hole, yes it costs 5,000GP to make but it contains about 1131 cubic feet of loot regardless of weight which means it can pay for itself in short order when used to grab very low value items.


PSusac wrote:

Get a new GM.

Seriously. Wealth is a form of power that is factored into the difficulty of the encounters. If he keeps under-funding you, you will fall further and further behind the power curve.

Just get a new GM, it's easier.

One, GM is the most in demand position, finding someone to schedule, and if you play offline is in your area is hard as nails.

Two, you assume that the GM is not also changing the encounters or the feel of the game is designed that battles are harder and you need to spend a long time preparing and thinking.

Three, the person didn't even say that they had a problem with this system, just that they were looking for smart in character ways to make money.

Edit: I agree with cnetarian, take everything. Bodies and all I would say, there are always strange doctors looking to train on fresh cadavers.

That Orc you just killed, you can bet it has a sleeping space somewhere, it probably didn't bring everything it owned, perhaps it has a collection of the loot it has got from its previous raids at home.

Also, if you clean out a dungeon, try and sell it. You're basically the owner now, unless you did it on a quest for someone, and a dungeon is an easy living quarter for people good and bad. Sell it as a do it yourself job, a little bit of work cleaning the blood and skull runes out and it'll be a lovely home to raise a family.

I don't know how your GM is running appraise (most games you just assume everyone instantly knows the price), when you go into town next ask a shop owner for a list of prices of items to buy, then go to another shop owner and ask the same thing.

Once you have a whole bunch of them you know where stuff is cheapest at and most importantly you know the market value of the items you just looted, if you straight up offer to sell something without knowing its price you are asking for a swindling, of course its bad habit for any shopkeeper who is set up to swindle (as if you ever found out good job they ruined their entire livelihood) but expect it from travelling merchants

The Exchange

Good point. Unfortunately the quickest way to get some real income in this instance is to leave the plot behind.

sgtrocknroll wrote:
...the GM makes us micromanage resources and still has us do months long caravan jobs for 50GP which we consider big money at this point...

I realize alignment concerns may make this impractical, but have you considered letting monsters destroy the caravan in exchange for a cut of the loot? Odds are good that you'd get more than 50 gp as your share.

Assuming you're not the backstabbing kind of PCs, you should definitely leave the caravan at the next convenient stop and tell the GM you're going off to seek your fortunes (in a very real sense). This may take him/her off-guard, but then again, it may also be an opportunity to run a different adventure.


Oh, if you get 50 gp for say three months work how do you afford to eat?

It's 3 silver pieces for a single meal according to Equipment so if you have two meals a day, for the next 90 days you're out of pocket 540 silver, or 54 gold. That's before you think about rent, and before thinking about replacing old clothes and shoes and tools.

Sell your free outfit you got at character creation (worth less than 10GP) and travel naked. That's 1/5 of 3 months work


PSusac wrote:

Get a new GM.

Seriously. Wealth is a form of power that is factored into the difficulty of the encounters. If he keeps under-funding you, you will fall further and further behind the power curve.

Just get a new GM, it's easier.

Difficulty wise we're...okay. Unfortunately we had a 1200GP gem our Rogue traded for 2 Healing Kits...friggin low healing...s'why I took Infernal Healing so we can stop that S@##.

We have a couple Magic Items in the party, so we're okay Item wise, it's the simple cash end that we get shorted on...

Thinking of hanging out the Shingle for a Laundress/Tailor...with Prestigitation and Mend should at least make room and board, maybe replenish bolts for my crossbow.

I started to get a job as a scribe/interpreter, but then the caravan moved out for the winter so we bolted as we got our arses handed to us by Kobolds with poison, ranged, and a spellcaster...who got revenge by poisoning the town we were in...small town with no prospects otherwise.

Plus we got shorted our pay by the rich farmer who was paying us 10gp/head bounties and refused to pay us the 120gp he owes us (prolly for fear the town will find out he brought down the kobold wrath). He's SO getting his barn fireballed when I get to the level where I can cast it...


If the game is fun besides the poverty i think you should just accept it. If it is a thing that is hurtig your fun? Talk to the GM about it.
The heroes not having a dine is a common enough fantasy there and if your GM is a fan of that kind of stuff( as i am) he just need to realize that it will screw balance over Many times. Luckely a sorcerer is pehaps, along with the full divine casters, the class least dependent on loot, in the game.

Scarab Sages

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RMcD wrote:
PSusac wrote:

Get a new GM.

Seriously. Wealth is a form of power that is factored into the difficulty of the encounters. If he keeps under-funding you, you will fall further and further behind the power curve.

Just get a new GM, it's easier.

One, GM is the most in demand position, finding someone to schedule, and if you play offline is in your area is hard as nails.

Two, you assume that the GM is not also changing the encounters or the feel of the game is designed that battles are harder and you need to spend a long time preparing and thinking.

Three, the person didn't even say that they had a problem with this system, just that they were looking for smart in character ways to make money.

I've been playing D&D/Pathfinder for 37 years, and in that time I have NEVER met a "low wealth" GM who wasn't a frustrating annoying control freak. Milking every encounter for maximum loot is not going to work. Your GM want's you to be poor so that he can feel like he's in control. If you try to gain wealth that he doesn't want you to have he's just going to punish you for it.

Trust me. Find a new GM.

The Exchange

That's mighty harsh, PSusac. I run my games a bit under the anticipated WBL so that when the PCs find treasure I can make it a big, impressive, tears-of-happiness-from-maxing-out-your-encumbrance treasure; but an outsider observing me for, say, three months would call me a penny-pincher for that reason.

(I doubt that this particular GM is up to anything like that, which is why I gave the advice above, but I wouldn't consider it a truism that "scanty treasure = bad GM.")


I realize alignment concerns may make this impractical, but have you considered letting monsters destroy the caravan in exchange for a cut of the loot? Odds are good that you'd get more than 50 gp as your share.

Assuming you're not the backstabbing kind of PCs, you should definitely leave the caravan at the next convenient stop and tell the GM you're going off to seek your fortunes (in a very real sense). This may take him/her off-guard, but then again, it may also be an opportunity to run a different adventure.

Oh Alignment concerns are definitely NOT a problem as we were playing neutrals so we could deal with an a%#~~&$$ player who tends to turn evil eventually. The player is gone, but the neutrality remains... :)

And so far we haven't had sentient opponents attack the caravan, griffons, giant worms, stirges, wolves...but nothing we can make deals with yet...

I captured one of the stirges alive and am feeding it the blood of opponents in ts cage trying to train it... :)

The Exchange

They're so cute! When they're not, you know, killing us. Have you given it a name yet? I recommend the name "Mr. Quito" or possibly "Clingy McDracula".

Scarab Sages

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Lincoln Hills wrote:

That's mighty harsh, PSusac. I run my games a bit under the anticipated WBL so that when the PCs find treasure I can make it a big, impressive, tears-of-happiness-from-maxing-out-your-encumbrance treasure; but an outsider observing me for, say, three months would call me a penny-pincher for that reason.

(I doubt that this particular GM is up to anything like that, which is why I gave the advice above, but I wouldn't consider it a truism that "scanty treasure = bad GM.")

Letting your PC's get hungry so they feel excited when they finally get loot is one thing.

Keeping them on a starvation diet for level after level is another.

Harsh or not, that's how I roll.

_________________________________________________________________

That said, if you want to give this GM a chance, then try this:

Go on strike.

Go on strike as an adventurer I mean. Ask yourself this:

Would YOU walk for a MONTH through dangerous monster-filled territory, for the price of a potion of cure light wounds?

No, you wouldn't?

Then why is your character doing it? Just role-play your character. If your GM doesn't give out treasure - DON'T GO ON THE ADVENTURE.

Why take the risk if there is no payoff?


Lincoln Hills wrote:
They're so cute! When they're not, you know, killing us. Have you given it a name yet? I recommend the name "Mr. Quito" or possibly "Clingy McDracula".

Haven't named it yet, haven't run in 2 months while GM moved into a new house. I like Mr. Quito though.

Got into the habit of trading a local witch for 1d4 healing salves and anti-toxins but color spraying the snakes and poisonous frogs and spider swarms they threw at us then sticking them in sacks as loot. Also have a Scorpion familiar named Stingy, so as a half-orc I'm starting to go with a theme.

Next level I'm between Blindness/Deafness as a spell for effectiveness, and Summon Swarm as a theme spell... for my second level spell...


So outside of going on Adventurer Strike...or turning on the caravan, any actual general ideas on how to make cash with what I've got?


Craft skills, crafting feats, selling magic services, when you get to bigger towns, actively seek out higher paying jobs. Social skills can be really helpful here.


the problem is that cash availability is in the GM's hands. The GM might have a reason for keeping you from having cash in which case nothing can help, the GM might be expecting you to do something you just have not thought of to get cash in which case talking to GM will usually help, or the GM might just not realize that the lack of cash is being an issue in which case talking to the GM will definitely help.


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sgtrocknroll wrote:
So outside of going on Adventurer Strike...or turning on the caravan, any actual general ideas on how to make cash with what I've got?

You can sell your spells, there's actual rules for the price of spells.


Trade goods (Pelts, wood, herbs) can be scavenged in the wild, survival checks for food ("Get along in the wild. Move up to half your overland speed while hunting and foraging (no food or water supplies needed). You can provide food and water for one other person for every 2 points by which your check result exceeds 10"), this means you can have extra meat/potatoes/etc from EVERYONE who makes a check (the party is going half speed anyways, so why not).
Appraise, Bluff, Diplomacy, Intimidate, these are your friends when negotiating with shopkeepers, bargaining rules let you sell items for up to 150% in cash or trade value.

http://paizo.com/pathfinderRPG/prd/ultimateCampaign/campaignSystems/bargain ing.html

Identify (for magic) and prestidigitation (clean it, make it a "rare" colour, or detect as magic) should really help with the bargaining. If your wizard has charm, or suggestion you can really rake over a shopkeeper for every copper.

Milk your "pets" for poison and sell that poison to whoever asks for it.

Perform (or profession if you are really desperate) every night you are caravanning for a few coppers (it will eat an afternoon at the least, if the GM says it takes a whole day then avoid it).

And yes, handy haversack/portable hole/bag of holding/"mount spell" plus wagon for loot hauling, low value loot is everywhere (doors, floorboards, torches, pants, pelts/skins, bounty heads, wheat) and it is heavy. The more you can carry the more wealth you can net. Anything you can do to reduce adventuring costs will also help (less animal feed, sleep in a ditch rather than an inn, etc).

Heck, craft clubs (free) and throw those instead of chakrams to save on ammunition costs =p


Sounds like pretty hardcore adventure youve got there.

A 50gp reward for a Caravan trip sounds like a rather mundane price range for NPC level characters, not PC's. If you expect trouble then hammer the quest giver. If i went on a trip knowing that the traversed area was troll country or kobold hive then I would demand at least 340 GP (1/4th of the worth of a Troll treasure drop on medium speed, only 1/4th because there is no assurance there will be any trolls).

Otherwise get into the magical reagent business, if you fight Aberrations, Dragons (the creature type), fey, Magical beats, Monstrous humanoids, oozes, outsiders, plants, undead or sometimes vermin I guarantee you that there should be a market for their exotic bodyparts, especially in a magic-phobic society where mages would have to go hidden and have lots of trouble finding their research materials.


Never pay for ammunition again, Mending the broken pieces.

Take a rank of perform, find a "prosperous city" and take 10 for the rest of your life. If you feel like buying a masterwork instrument you can skip the skill rank...


RMcD wrote:
sgtrocknroll wrote:
So outside of going on Adventurer Strike...or turning on the caravan, any actual general ideas on how to make cash with what I've got?
You can sell your spells, there's actual rules for the price of spells.

Won't work, spellcasters are feared and persecuted. Which is a problem, since that's a sorcerer's primary ability.

May I suggest hiring yourself out as a negotiator? You've got a solid appraise skill and good bluff, diplomacy and intimidate, so going around getting better prices on bulk buying and selling on behalf of the merchants you've been escorting, for a reasonable commission, might be a good option.


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If the DM doesn't want you to have money you're not going to have money it doesn't matter what you do.

Just scratch off the gold section of your character sheet and pretend there's no such thing when anyone asks you about gold or pay, start spouting communist propaganda at the table. I'd say 50/50 odds the DM gets sick of it and asks you to stop, then explain that communism is perfectly reasonable when there are no reasonable rewards for exceptional work already, and if such rewards were available your character might care more. If he continues his obstinate behavior begin killing and redistributing wealth in the populace to bring down the Bourgeoisie.

This may or may not get you booted from the group though so there is that.


Uhhmmm... Everything is free? Intimidate them into paying you for not casting spells? Shout "It's a miracle!" after you cast silent, stilled spells with eschew materials and pass around the collection plate?... yeah. I have nothing serious.


The first question is whether you're enjoying the campaign. If the game is fun, then roleplay asking for a raise or more wages from the owner of the merchandise you're guarding. If the game is fun but the DM doesn't seem to want you having money, then ask him why after the next session. If the DM is obstinate that "everything is okay" and you still aren't satisfied, then continue reading below!

DM thinks this is a fair state of affairs? Point out the following to him: You can put a skill point into the Profession of your choice. Assume you have a 10 Wisdom. You are allowed to take 10 on craft & profession checks. You take 10, and your bonus is +4 (3 trained plus 1 rank). Each week your check is a 14, netting you 7 gold for the week. After 10 weeks you could make 70 gold as a level 1 numbskull by doing just average at an average job.

Compare that to CARAVAN GUARD OH WOWZ TEH MONEY! 3 months on the road for 50 gold? Level 1 NPC Commoners can make 84 gold in that same 12 week period by having a non-elite NPC stat array and doing a mediocre job in a mediocre town.

Neutral party & you don't like the pay? Figure out what the caravan is hauling, how much it is worth, and what you could get for selling it yourself. String up the innocent caravaner's with rope/manacles/whatever, go to the next town and sell all the caravan's trade goods.

Trade Good Values

Five medium wagons each hauling 2,000 lbs of wheat? That's 10,000 lbs of wheat, you sell it at 1cp each, you get 100 gold out of it for the party, b/c trade goods are the equivalent of wealth, unlike normal items you buy & sell. AND you also sell the 5 medium wagons at half value for 37.5 gold each, and you sell the 10 horses that pulled the wagons for a minimum of 37.5 gold each. At the end of the day you just made 662 gold & 5 silver.


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My long-time gaming group began in such a way, and our GM just couldnt fathom how we were constantly being slaughtered. We actually managed to reach the WBL just off of the treasure salvaged from dead party members. Eventually we realized the root of the problem... but it took us a good long while.

What's keeping you with the caravan? If you're running a sandbox style game perhaps it's time to strike out for new employment. Rather than a strike, declare both in and out of game that you're sick of going hungry and want to strike out for a bigger prize. Gather info on any dragon hoards, forgotten tombs, pirate troves, exotic monsters, genie lamps... I suggest you break out of the caravaneering business and into ADVENTURING.


No healing, low loot, low magic, managing resources like a penny pinching accountant. How is this enjoyable escapism?

Others have already talked about ways to make cash, but be prepared to have any creative and/or workable scheme nerfed into uselessness, just like you got cheated out of your bounty.

I'd find a new game, run my own campaign, or just stay home and read a good book. Your gamemaster has a vision of a "dark and gritty fantasy" world that just doesn't mesh well with this system.


Reroll alchemist and make a killing off of non-magical potions and alchemical items.


I kinda like the flavor of the sapper rogue if I'm going to play a ne'er-do-well. At least the class mechanic allows for some lootage.


As I'm the only healer (Infernal Healing) I've been secretly healing NPC guards to keep us going by having my scorpion deliver it as a touch spell while they are sleeping. As it radiates evil he's having them get temporarily ill (no game effect) while the spell is in effect.

Even had one of the horses freak out slightly when I healed it after the griffin attack, glad I had a rank in Animal Handling...

PCs don't have such limitations though...

Scarab Sages

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gnomersy wrote:
If the DM doesn't want you to have money you're not going to have money it doesn't matter what you do.

^ Yes, this ^

OK, I think I've said my piece on this issue, I would like to make one request:

Find this thread again in 3 months, and tell us how it's going. If you quit before then, tell us then.

I would just like to know how your GM is as a GM.

I really want to know if my observation about skinflint GM's holds true for another player, or if it's just my own prejudice talking.

Thanks.

Grand Lodge

Blood Money is your answer.


Get gunsmithing. You can make and sell guns and bullets at 1/10th cost,sell for 1/2 and earn a crazy good income!


blackbloodtroll wrote:
Blood Money is your answer.

Blood Money+Masterwork Transformation is a real money-maker at your level.

EDIT: Oh... Sorcerer... sorry, you'll have to suffer through one more level before that combo becomes available.


I like the idea of selling the dungeon. Heck, if you sell it to bad guys or monsters, you could just wait some and clean it out again. You already know the layout. Even better, build some secret ways in and out and don't tell the new owners.

That sounds like kind of an awesome way to keep the countryside safe. Every few months sell the dungeon to a new orc hoard or evil wizard or evil cult then use your secret ways in and out to clean out the dungeon. Its kind of like the bait cars the police use to catch car thieves.

Grand Lodge

Mike Franke wrote:

I like the idea of selling the dungeon. Heck, if you sell it to bad guys or monsters, you could just wait some and clean it out again. You already know the layout. Even better, build some secret ways in and out and don't tell the new owners.

That sounds like kind of an awesome way to keep the countryside safe. Every few months sell the dungeon to a new orc hoard or evil wizard or evil cult then use your secret ways in and out to clean out the dungeon. Its kind of like the bait cars the police use to catch car thieves.

I don't think there is a "dungeon" real estate market.

This is Pathfinder.

Not the Munchkin Card game.


If you're going to play "Caravan Guard: the RPG" would you rather play it straight, or do as best as you can to make it into a Terry Pratchett novel?

OP's already described a parody of a game. Its very difficult to play Big Damn Heroes when you're that gimped on cash and magic. Might as well take it straight into Bat Country and have a good time with it.


Leadership. get cohorts to make items for you, or to raise capital for buying a business, like a tavern, blacksmith or alchemy store. get professions and appraise, try to haggle prices if it is allowed. sell everything you can, form a thieves guild..grab comissions for each work, after you get enough, buy a safe place, pay some guards and staff and create your own SWISS BANK! and create propaganda via magic spells, marketing at its best will make you rich. After that hire famous artisans, or actors, build an amphitheater and see the cash flow. ideas are unlimited.

Grand Lodge

You know, I have played tabletop RPGs for many years, and I still don't like any of the Terry Pratchett novels.

Why are these damn things associated so much, that many are dumbfounded that fans of one, are not fans of the other?

I will read my Erotic Novellas, Pokemon Adventure Manga, and continue to not like Terry Pratchett, but still love Tabletop Gaming dammit!


sgtrocknroll wrote:
3rd Lvl Halfling Wizard - GM makes him keep track of spell components

... Out of worried concern, you mean expensive spell components, right? Not like the minute things that come from a spell component pouch?


Crime Pays.

If these low level can't protect themselves NPCs are robbing you, and you are letting them this is just and example that crime pays. If you turn the tables and rob these NPCs you will prove that crime pays.


blackbloodtroll wrote:

You know, I have played tabletop RPGs for many years, and I still don't like any of the Terry Pratchett novels.

Why are these damn things associated so much, that many are dumbfounded that fans of one, are not fans of the other?

I will read my Erotic Novellas, Pokemon Adventure Manga, and continue to not like Terry Pratchett, but still love Tabletop Gaming dammit!

Burn the heretic!


Zilfrel Findadur wrote:
Leadership. get cohorts to make items for you, or to raise capital for buying a business, like a tavern, blacksmith or alchemy store. get professions and appraise, try to haggle prices if it is allowed. sell everything you can, form a thieves guild..grab comissions for each work, after you get enough, buy a safe place, pay some guards and staff and create your own SWISS BANK! and create propaganda via magic spells, marketing at its best will make you rich. After that hire famous artisans, or actors, build an amphitheater and see the cash flow. ideas are unlimited.

You can't take Leadership until 7th level. Plus, I don't see anything in the rules that say cohorts will work for free. However, there's nothing to stop you from blowing off the caravan and openimg a tavern at a crossroads somewhere. You don't necessarily even need a building for that; many boom town saloons in the American West were started in tents.

The Exchange

Experiment 626 wrote:
blackbloodtroll wrote:
You know, I have played tabletop RPGs for many years, and I still don't like any of the Terry Pratchett novels...
Burn the heretic!

Easy, there, little fella. It's not as if blackbloodtroll did something unforgivable, such as say the Dungeons & Dragons movie "really captured the spirit of the game", or started claiming Pathfinder was actually written by the Paizo crew (who, as we all know, just stole the idea from Sir Francis Bacon.)


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Mmmmmmm bacon


SPACEBALL12345 wrote:
sgtrocknroll wrote:
3rd Lvl Halfling Wizard - GM makes him keep track of spell components
... Out of worried concern, you mean expensive spell components, right? Not like the minute things that come from a spell component pouch?

No. I'm going to guess he tracks the bat guano and grasshopper legs and whatnot. It's a really annoying way to enforce 'balance'.

kyrt-ryder wrote:
Mmmmmmm bacon

Agreed.


Experiment 626 wrote:
blackbloodtroll wrote:

You know, I have played tabletop RPGs for many years, and I still don't like any of the Terry Pratchett novels.

Why are these damn things associated so much, that many are dumbfounded that fans of one, are not fans of the other?

I will read my Erotic Novellas, Pokemon Adventure Manga, and continue to not like Terry Pratchett, but still love Tabletop Gaming dammit!

Burn the heretic!

That's a bit extreme, isn't it? I mean, to the best of my knowledge there's no law that says you have to like Sir Terry Pratchett's work. Whether there should be or not is another issue entirely, but for now at least everyone is entitled to their own opinions.

They may be objectively wrong opinions, but it's not illegal to have them any more than it's illegal to like Twilight.


sgtrocknroll wrote:


Plus we got shorted our pay by the rich farmer who was paying us 10gp/head bounties and refused to pay us the 120gp he owes us (prolly for fear the town will find out he brought down the kobold wrath). He's SO getting his barn fireballed when I get to the level where I can cast it...

Why are you waiting? He's a farmer, and there appear to be more of you than him, why not just kill him and take your reward?

Asking your GM why you don't have more gold is the best route to go, as s/he ultimately controls the amount of gold you can get/have. Crafting feats and the profession skill would both help if they are allowed. If magic is feared and there are no clerics, what happens to the sick? Do they just die? Seems like a crappy world. Might be able to sell your healing, and you have a party to protect you from the fearful.

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