Sewer Goblin

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40 posts. Organized Play character for Ashbourne.


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Horizon Hunters

I hadn't thought about rituals that might help a merchant. The pieces are there; we just need some glue to put them together.

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Claxon wrote:

Preservative Pouch - Your Legitimate Merchants pouch preserves any items placed inside and stops them from decaying or over ripening.

Everyone's Friend - You can cast Charm as a focus spell, but it loses the manipulate trait. Instead of gesturing to create the magic, you speak honeyed words to your target (this differs from how subtle trait normally functions), weaving ingratiating words into the magic. It still lacks other manifestations that would normally give away the magic. On a successful save or critical success, the target of the spell is only aware that you were unduly trying to ingratiate yourself and influence them, but not that you attempted magic to do so. But it still rubs them the wrong way and reduces their disposition to you by 1 step (typically from indifferent to unfriendly).

There are lots of good spells that work well for merchants. Just having access to a full set of cantrips at first level makes for a good merchant, but hard to do without being a spellcaster. So, abilities that grant spells like you suggested would help a lot

I took Illusory Disguise, so I could check out the prices at other shops without them noticing.

I use bullhorn to announce sales.

Approximate to take inventory.

Time sense to know when it's the best time of day to sell things.

Alarm to protect my shop at night.

Mending to fix junk to sell.

Infectious enthusiasm to help others when making trade deals.

Detect magic because magic items are worth more.

After 1st level I took Draw Ire. It's one of the few combat spells I could role-play with a social twist to it. I always cast it along with a goblin insult that would draw ire on its own. It's also a good way to help the rest of the party, while giving me a good reason to run away from melee combat.

Charm looks like a good choice to.

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exequiel759 wrote:
I honestly don't think a merchant archetype should use GP as their power source in any way. Its needlesly complicated and makes it so players could feel forced to spend their money on using their features rather than using it to buy things. It goes against the design of the system IMO.

Which is why I came up with the expense account that is separate from your normal coins, it would be like any other class that has some kind of point pool for special abilities. Just change any of the ideas I had to only use the expense account. Although I think avoiding death might be worth losing some coins over, but might need some comeback mechanisms to recover from it long term. Maybe a Strike it Rich feat that is only usable after you have lost all of your expense account. Combined with the lose it all feats creates a rags-to-riches dynamic instead of always getting ahead. Maybe a Down on You Luck feat that helps when you have lost your expense account and have not recovered it yet.

This might work better in organized play, where you know you have downtime between every session. Some of the frequency of use time might need to be adjusted for longer adventures.

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Some ideas I had to give merchants more income and ways to spend it. Just ideas, the values in them have not been balanced.

Once per day, when you earn income from using the Mercantile Lore skill, you gain an expense account = to the value of the coins you received. You can only spend your expense account on merchant feats or abilities that have a coin cost to use, or require having an expense account. Your expense accounts last until your next earned income role. If you haven't used any of your expense account when you do your next income roll, you gain +2 to the roll. If you used all of your expense account, you get -1 to your roll. If you used a feat that caused you to lose your expense account, divide your income in half.

Feat: Price of Doing Business. Spend some gold or use some of your expense account before you reroll checks to improve Attitude conditions, or gather information. If you do improve the result by one category.

Feat: well-funded Perperations. Spend gold or silver from your expense account during daily perperations to gain extra uses of prescient planner/consumable. up to the value you spent.

Feat: Pay the Price. Your coins and consumables are destroyed or lost as they help reduce damage from a killing blow; you lose all coins, consumables, and your expense account. If you had coins to lose, you are stabilized; for each consumable lost, you gain 1 hp

Feat: My kingdom for a horse. ◆ You move up to half your move speed while dropping everything you are carrying, and you lose your expense account. Opponents are distracted by you dropping your valuables, losing their reactions against you. Then, you gain +5 to your move speed until the end of the turn. You must use all of your remaining actions to move as far away from your opponents as possible. Intelligent creatures must make a basic Will save or become fascinated with the items you dropped for 1 round. DC 10 + your level + the bulk you dropped.

Feat False Valor: ◆ Once per day, when you have coins in your expense account, you bravely defend your valuables when in combat, for up to 1 minute. You gain +1 to hit and +1 AC, and 5 temporary HP. If you run out of temp HP, you lose all benefits of False Valor for the day, and on your next turn, you must spend one action fleeing.

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Something else merchants would be good at is traveling. The Silk Road was active from the second century BCE until the mid-15th century, and was 400 miles long. On a daily basis the most common class of person traveling long distances back then would have been merchants.

This could be summed up in a feat or ability called well-traveled. You gain an additional language every 3 levels. At 6th level, you can use diplomacy to make an impression to change an NPCs attitude towards you, even if you don't speak their language.

Another feat, Well Connected at 4th level allows to find sources to buy uncommon items, at 8th level you have sources for rare items. This represents being able to get things normally available only in faraway places.

Ideas for companions or hirelings.

Pack animal to carry more supplies/merchindise/treasure

Hire a guard. In combat, you can only move, manipulate objects, use skills, cast spells, or take defensive actions. While your guard is next to you, they give you a +1 bonus to your AC, and if someone attacks you, your bodyguard can make a reactive strike against them. You can also choose to have your guard protect an object or a small area.

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Although I think it's doable in PF2e, I wonder if a merchant class or archetype would work better in Startinfer. One advantage Starfinder has is that the PCs have access to a starship. Having some place to store merchandise other than a backpack helps a lot. SF1e also has the Fly Free or Die AP.

Off the top of my head, I can't think of any iconic fantasy merchants from books or movies that would make a good adventurer. For sci-fi, Quark comes to mind.

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I don't see a Merchant archetype. What we have currently.

Merchant background gives, trained in the Diplomacy skill, and the Mercantile Lore skill. You gain the Bargain Hunter skill feat.

Magical Merchant background gives, trained in the Crafting skill, and the Mercantile Lore skill. You gain the Crafter's Appraisal skill feat.

The merchant NPC from the Gammastery Guide has Appraising Eye. The merchant can use Mercantile Lore to Recall Knowledge about items, including determining their value. They can also attempt to Identify Magic using Mercantile Lore and can do so without first knowing whether the item is magical.

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Prescient Planner and Prescient Consumable are great for merchants.
I also like Bargain Hunter, City Scavenger, and Eyes of the City.

I can't remember the name. Someone was telling me about a feat that gave you some benefit in combat for counting the enemy's arrows or something like that, it kind of sounded like approximate for combat. I haven't kept up wiht all the new feats, so I need to go back and see what else might work for merchants.

An idea for a merchant ability, give them a reaction to protect objects of importance or value. Either to prevent them from falling and breaking, or to stop someone from grabbing it. Trying to protect objects is one of the reasons I play my merchant as a sorcerer, to be able to cast Alarm to protect my equipment/merchindise when sleeping, which normally also means protecting the party.

Some boots to defence or temp HP when carrying a certain amount of gold, and some petality if they have less the some minimum amount. Basically, showing they are more willing to take risks to protect something, and more willing to just run away when nothing is at stake.

I like playing merchants that have spells useful to merchants, but an arms dealer merchant could be a more martial version.

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QuidEst wrote:

I've generally used Thaumaturge when I need a playable merchant character. They're charsima-based, they have some semi-unique items, and they have two chains of feats for free item creation.

Alchemist is certainly a solid contender as well, better able to hand items out to allies for them to use, and intelligence makes for good Earn a Living rolls off of a Lore.

Prescient Planner and Prescient Consumable are a big way to make a merchant character feel like one- especially if used for something like selling somebody exactly what they need when they need it.

I like using Prescient Planner on fortune teller character, too; it's fun to get to say "The cards told me you were going to need this," then pull it out of your backpack.

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Ryangwy wrote:
Cleavis Morerats wrote:


All of my gold I gained from being a merchant comes from downtime using mercantile lore, which keeps things in balance.

Although my pretend intent is to sell it all, I always have a backpack stuffed with as much as I can carry. I have lots of consumables of all types, but heavy on healing, and then I pack every item I can afford that has 0 bulk. Just today, I was able to pull out a brass ear to help other PCs over here in a conversation. So I end up saying this a lot. "I was going to sell this, but think it might be better if we use it now."

Another way I play a merchant without breaking the game's gear progression is bartering instead of selling.

An actual trade deal did come on it play today. We were in a village that did not like strangers. So I tried to buy some local clothing to fit in better, and hoped spending some coins would help get the merchant to give us some info we were looking for. The merchant was trying to overcharge us, and I was able to figure that out and get a better deal, and the info using mercantile lore.

In some scenarios, being a merchant helped with missions, setting up a trade deal for the Pathfinder Society. So a lot of it is more making deals than making sales.

As far as combat goes, I'm getting too tired to explain how, but today, after the boss monsters killed me with 2 massive crit hits, each single hit doing more than my total full HP, the boss monster died from the persistent fire damage I had started.

Honestly, it sounds like the 'merchant fantasy' is really just the 'itemcrafter fantasy' in most ways? We have an alchemist class and half a dozen archetypes that both provide a free supply of items and makes it easier to craft them, so I guess case closed.

Might be funny to think of an alchemist's versatile vials as, like deals you make along the way, bartering various stuff that's not worth gp exactly until you get something approximating a useful alchemical item. That flavour is obviously harder to...

Originally, I took the alchemist archetype to help throw bombs I could buy, but the versatile vials do help a lot, and add to the crafting flavor as you said. I think the character mostly ends up playing is as someone who is good at making trade deals, and as a kind of front-line supply sergeant who tries to find ways to aid the party, or solve problems with the equipment they have, also kind of a merchant Macgyver.

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Maya Coleman wrote:
While we don’t have a merchant class, you could certainly alter some of the stats from that merchants in NPC core into a homebrew class! Seems feasible to me!

I originally made this character as an NPC, but had so much fun making it, I decided to play it for a while as a PC to help get in character and deepen their background story. I've been surprised how fun and effective this character has been. I think it goes to show how hard it is to build a bad character in PF2e.

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moosher12 wrote:
Don't see a merchant class itself being a thing. It does not have much identity that cannot be fulfilled by other things, like say the bard or the envoy. I can, however see it being an archetype, especially as a less culty Prophet of Kalistrade.

Sorcerer is a surprisingly powerful class for being a merchant; it's charisma-based, and there are a lot of spells that are great for common merchant chores. But most of that you can get just from level 1. Adding to that, the alchemist archetype helps a lot with being able to throw bombs you can buy, and make a few of your own. The bard or the envoy helps a lot to reinforce social skills and adds some support abilities. A class or archetype that combined the best merchant features of all those classes would make a great merchant.

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keftiu wrote:


How do they deliver on their class fantasy without breaking the game's fairly strict assumptions around gear progression?

All of my gold I gained from being a merchant comes from downtime using mercantile lore, which keeps things in balance.

Although my pretend intent is to sell it all, I always have a backpack stuffed with as much as I can carry. I have lots of consumables of all types, but heavy on healing, and then I pack every item I can afford that has 0 bulk. Just today, I was able to pull out a brass ear to help other PCs over here in a conversation. So I end up saying this a lot. "I was going to sell this, but think it might be better if we use it now."

Another way I play a merchant without breaking the game's gear progression is bartering instead of selling.

An actual trade deal did come on it play today. We were in a village that did not like strangers. So I tried to buy some local clothing to fit in better, and hoped spending some coins would help get the merchant to give us some info we were looking for. The merchant was trying to overcharge us, and I was able to figure that out and get a better deal, and the info using mercantile lore.

In some scenarios, being a merchant helped with missions, setting up a trade deal for the Pathfinder Society. So a lot of it is more making deals than making sales.

As far as combat goes, I'm getting too tired to explain how, but today, after the boss monsters killed me with 2 massive crit hits, each single hit doing more than my total full HP, the boss monster died from the persistent fire damage I had started.

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I should have named this post something else. The main point was that I thought it was funny that a merchant was saved by the retail incentive program. The class part was intended to be more like unionizing for merchant rights in the Pathfinders Society.

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AestheticDialectic wrote:

What's next a capitalist class? It's time to abolish class... [/QUOTE

Cleavis looks confused.
"What's a capitalist? Is that someone who owns capital? I just own a small family-run shop, and we have free soup for anyone who stops by, whether they buy something or not. That's how we got our family name, Morerats. The pot of Mrorat's soup has been in our family for generations, it's never run out, or cleaned, we just keep adding more rats!"

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A goblin wearing burned, torn, bloody, and mud-covered, formally fancy merchant clothing enters the room, limping, with a little help from several other Pathfinders.

" As a goblin merchant working for the Pathfinder Society, I'd like to thank whoever came up with the retail incentive program. It's great to see other merchants helping each other out in times of need. Today, I was killed not once but twice, and although my party was able to save me the first time. Apparently, casting Draw Ire, and then setting a huge walking tree spirit thing on fire makes them really mad. It hit me so hard the second time, I was dead before I was even smashed into the ground. But then something ironic happened, I a merchant, was saved by the retail incentive program. Me My family the Morerats, would like to thank you for creating the retail incentive program. Any chance of us hard-working merchants being recognized as a class?

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25speedforseaweedleshy wrote:

only problem with using pf2e creature is that non of them have tech trait or equipment

so anything cause glitch are less useful

A well-dressed goblin merchant enters the room.

"If they have brains and limbs that can hold things, I'm more than happy to sell them as many high-tech weapons as they can afford, actually, as long as someone is paying, I don't care where the credits come from.

There are plenty of creatures in Starfinder not affected by glitching. It's not hard to make sharks with laser beams attached to their heads.

Spoiler from Wheel of Monsters:

Lethea lets out a breathy squeal. “Oh, my! Is that a laser
cannon strapped to the back of that defrex, Quell?”
“Sure is, Lethea! Special thanks to Zeizerer Munitions for
the extra firepower!”

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Milo v3 wrote:
Perpdepog wrote:
While it is a bummer to hear Alien Core isn't going to be as big as Monster Core, and hopefully we get a big book of NPCs relatively soon, I wouldn't say building monsters is all that difficult.

I found it a tonne slower than the starfinder 1e set up.

pauljathome wrote:


And there a whole bunch of PF2 monsters to be stolen and reskinned which also helps a great deal

I disagree. The main game has barely any ranged enemies, which doesn't work well if you're trying to make a starfinder game with ranged meta, large battlefields, and cover that matters.

A well-dressed goblin enters the room.

"Did I hear the enemies don't have ranged weapons? Does anyone have their com unit number? I'd be more than happy to sell them ranged weapons, and don't forget the ammo, I love selling consumables! You can never have enough ammo. With enough ammo, you can stack it up and use it as cover! I'm an equal opportunity goblin merchant. I'll sell to anyone! So I just got one question: how much did you want to buy?

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I like the changes, makes me want to shout.

GOBLINS in SPACE...

"Now I just have to figure out how to corner the market for spaceship parts..."

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Maya Coleman wrote:
Cleavis Morerats wrote:

Cleavious the friendly neighborhood goblin merchant makes a big ear-to-ear tooth-filled grin when hearing someone is looking to be sold an archetype.

"Did you say sell me an archetype? It's your lucky day I'd be more than happy to sell you an archetype, let me tell you those free archetypes are overrated, much better if I sell you one! My favorite is this really expensive one over here, how much gold did you say you have?"

I enjoyed this use of character, but the forum foolishly and humorlessly marked it as spam. Don't worry, Cleavious. We won't ban you for you doing your normal merchant work. ^_^

"Thanks Maya, I appreciate you watching out for us merchants, if you need more flags for marking spam I can cut you a good deal!"

Hopefully I didn't just accidentally create more work for you.

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Cleavious the friendly neighborhood goblin merchant makes a big ear-to-ear tooth-filled grin when hearing someone is looking to be sold an archetype.

"Did you say sell me an archetype? It's your lucky day I'd be more than happy to sell you an archetype, let me tell you those free archetypes are overrated, much better if I sell you one! My favorite is this really expensive one over here, how much gold did you say you have?"

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"Free tip from your friendly neighborhood goblin merchant. Selling to both sides is very profitable."

Cleavis cast bullhorn then shots out
"I got potions of swiftness for sale no questions asked."

"Worried about the ranged meta, I got you covered, I sell arrows too, and no questions asked."
Cleavis pauses to reconsider what he just said.
"Well, there is one question, how many do you want to buy?"

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As a goblin merchant, I don't see 1st level characters flying as a balance problem at all, it is a market opportunity! Today I might be able to sell 10 arrows for 1 silver coin, but as soon as a party of first-level flyers defeats an opponent and words get out arrows will be in such a high demand the price will skyrocket!

Now would anyone like to buy some arrows before the price goes up? I also have wands of magic missiles for sale, or whatever it is you call them these days.

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Xenocrat wrote:
Many are still suffering PTSD from the Against the Aeon Throne 2 species-specific vending machine snack illnesses.

Don't say that too loud or everyone might start taking the Irongut Goblin heritage. But if you do welcome to the family. Have some Morerats stew, our family pot of stew hasn't been empty or cleaned in 7 generations, we just keep adding more rats!

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Laclale♪ wrote:
I want to build playable object show character, but tsukumogami is not there

Might not be able to do it exactly but can come close or at least have a very unusual character.

Start as an Automation then take the Ghost archetype to become a haunted object. Or Automation with the tiefling versatile heritage for more of a demonically possessed object, could ghost archetype on top of that if you wanted to.

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I keep seeing the title of this thread, "Wolves in Sheeps' Clothing," and the first thing that comes to mind is, doesn't Pathfinder 2e have more clothing options? With alignments gone, wolves are more likely to have a more diverse taste in clothing. A wolf in ducks' clothing, perhaps. I happen to have a discount on ducks' clothing right now if you hurry.

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PossibleCabbage wrote:

I legitimately cannot see how a PF2 combat could take 4 hours. I'm not sure I've had a single PF2 combat that took more than 40 minutes. Were you fighting multiple Level+3 enemies or something?

My subjective opinion is that combat in PF2 is much brisker, particularly at high levels, than the previous edition, but YMMV.

We had a boss fight in PF2e that lasted so long that I didn't have time to reload my sling. Any of the fights our group had that went long was due to 1/2 the party getting paralyzed.

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I'm much less concerned about what God is going to die. It may be shellfish, but I'm much more concerned about which PC will die next. I've been a good goblin. I sware on all my pointy teeth. I really hope it's not me. Please don't make it me. I still have adventuring to do, and trash to find and sell...

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As a goblin merchant (sorcerer), it wasn't until my fifth scenario I played that I even used a spell from my class in combat. On my second scenario I had cast a single damage spell using a scroll. The rest of the time I used a sling to good effect in combat.

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Altho it's not true that goblins can't read, it's that we are just too busy to have time to. It would be nice if there was just one word at the start of each chapter and the rest was pictures.

Just in case it wasn't obvious why humans and goblins get along so well, it's because if rats like to live around humans, why wouldn't goblins! So if you're going to take time to list a city's stats in a book PLEASE list the number of rats in the city. It's important to know when traveling if I should bring my own rats to eat.

As a goblin merchant, who makes a living finding and mending trash, I'd like to see a random table for trash that I can find. As the humans say, "one person's treasure is another person's trash." Now don't get me wrong, I have nothing against elves, they have REALLY nice trash, but they just don't leave it lying around like humans do.

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Not every character has to be good at everything, that's what parties are for.

At least in my local PFS group, all of our near TPKs haven't been from not having optimized characters it's been because all of our martials were reduced to zero HP in the first round of combat before any of them even got a turn. This happened to our Barbarian so many times that he started hiding behind the casters and throwing javelins.

Anytime we have failed to complete the entire mission objectives it's not been from combat it's been from martial characters getting multiple crit failures on social skill checks. Just about every thread about optimizing characters or improving a class I've seen is centered around combat.

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PossibleCabbage wrote:
Squiggit wrote:
The problem is when someone builds their character around flavor, has issues, and the best advice anyone can give them is to tell them to stop. That's bad.

I feel like it's possible to have a theme that's too narrow, and when you run into problems, and people tell you "your theme is too narrow" that's neither disrespectful nor unhelpful.

Like if you decide "I'm going to be the fire guy" and you have no ways short of "using a weapon" to do damage that's not fire damage, when you run into a devil and you have a hard time then "get a second damage type" is not actually bad advice.

Like we expect martials to carry backup weapons for when you're fighting a monster immune to your main type, and a ranged weapon for when you can't reach whatever it is that you want to fight. Your theme shouldn't stand totally in the way of "planning for contingencies."

I think too narrow is more of a problem than flavor, it really depends on the flavor too. If you pick a single rule to spell type as a flavor, that might be too narrow to do much with. As a goblin merchant, merchant isn't really built into the rules other than as a background so there's lots of room to play around with to make it work. My class is sorcerer, and I started with zero combat useful spells. I don't see why a merchant would have a problem using a simple weapon to defend themselves so mostly at first level used a sling to good effect. Merchants need something to sell so I always have a backpack filled with consumables for every situation (strategic shopping). At 2nd level, I took the alchemist archetype to make throwing bombs more effective. As a merchant, I have no problem filling in my shortcoming with materialistic things like magic items.

Flavor characters tend to make good support characters, I generally won't play my goblin merchant unless the party has 2 martials and a healer, if the party dosen't I have an optimized fighter or healer I play instead.

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"Be polite, be professional, but have a plan to kill everybody you meet."

As a goblin merchant, I'm not much of a killer, but that saying, with a bit of modification, makes for a great saying for a merchant to live by.

"Be polite, be professional, but have a plan to sell something to everybody you meet."

As much as I love that saying, I must admit that selling things to my wife will be hard. It's much easier if you can sell something to everyone the first time you meet them. Otherwise, you have to keep a list of all the people you have met but have not sold something to. I think this is a great goal but will get tricky over time to keep track of. It might be easer to own everything and sell it all to one person. Oh, that's a good goal too!

If you're selling to everyone, then if they have an alignment or not doesn't matter.

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3-Body Problem wrote:
Ruzza wrote:
I mean, the thing is - all of these are balanced, just not around the same point. This means that spells that always feel effective tend to rise to the top. Like sure, a fireball hurled into a room is instantly more gratifying than Rouse Skeletons which allows your to spread that damage around over a longer period of time with a single action.
Fireball also has a longer range, the ability to hit flying foes, a better AoE, a damage type more likely to trigger weakness, and does as much damage in a single casting as Rouse Skeletons will do over 3 rounds assuming you don't drop it to sustain something more effective. In what situation is Rouse Skeletons ever the more effective choice?

When you are in a room filled with gunpowder or oil, and you're not a Charhide Goblin. I know because my wife's side of the family is Charhide Goblins, and my side is Iron Gut Goblins. Bottomless Stomach, If I could swallow and then throw up items on demand, now there's a spell that would make my mother proud. (I'm soo taking that spell when I level up enough.)

Even if a fireball did a billion 6d damage, Why would a necromancer choose Fireball over Rouse Skeletons?

If you're only willing to use spells with the most effectiveness, then yes, your selection is going to be limited. If you build your character around flavor, then all the options are on the menu. Paizo or anyone else is not forcing you to play either way. It's a choice you make for yourself.

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The quickest way to fix a character that is underperforming "the math" isn't to fix the class or rebuild the character to optimize it better or for the GM to adjust every encounter balance, but for the GM to add or change some treasure found to have magic items that help that character fill the gap, and the game rolls on...

GMs if your player's characters need magic items I'd be happy to sell them those items.

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Pieces-Kai wrote:
Mr. Morerats you always cheer me up whenever I see you but I think for me casters like Psychic and classes like Kineticist seem to embody the idea of a theme in just ways that are a lot more fun than just picking a few spells that fit what you want to do

It brings me great joy to know this smiling goblin brings you cheer. I had not considered Psychic as a class for a merchant, but I'm now intrigued by the idea, what better way to know what people are looking to buy? I'm now determined to make Psychic my next archetype I take.

There's much more fun to be had than just picking a few spells as a merchant. It's quite a challenge finding uses for all my spells. For example, our party needed to travel a long distance, and was running out of time. You can imagine how horrified I was when we realized the only way to get there was to take a dog sled. Just hearing of the foul furry beast, I drew my dog slicer and was about to attack, but logic overcame my better goblin instincts, and a compromise was made. The only way me and the other goblin in the party were going to get on a dog sled was if they put a bag over our heads. Time goes by slowly when traveling with a bag over your head, so I kept casting time sense, then asking "Are we there yet?"

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As a goblin merchant (sorcerer) I feel PF2e is great at themed casting.

Cantrips:
Approximate: Merchants have lots of counting to do this saves time.
Bullhorn: There is no better way to announce sales at the market.
Infections Enthusiasm: Great way to help me and my assistant to persuade a customer to buy something.
Time Sense: Great way to make sure you don't miss the best times of day to sell stuff.
Detect Magic: If it's magic, I'm certainly going to charge more for it.

1st level spells:
Alarm: Got to protect the shop at night.
Mending: If I can fix something I find, I can sell it for more.
Illusonry disguise: This is how I check the prices of other shops in the market without them knowing.

2nd level spells:
Draw Ire: Since I'm well trained in deception, diplomacy, intimidation, and goblin insults so, Draw Ire is a great way to give those skills a bit more punch.

Out of all the spell casters I've played, this character is one of the few, if not only one, to have actually used all the spells they know.

I was actually afraid to play this character at first. I didn't want to be the cause of a TPK but it's been surprisingly effective and fun to play.

And yes my mother named me Cleavis after a meat cleaver :)

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PossibleCabbage wrote:
I wouldn't be adverse to dropping the sorcerer class entirely. "I have special blood" is like the worst premise for "I use magic instinctively." IMO.

As a goblin merchant, My whole character background and concept is built around My sorcerer's bloodline. As the story goes, one of my distant ancestors was granted 1 wish by a Janni, so they asked the Janni to teach them how to make gold. So the Janni shared their bloodline and taught my ancestor several cantrips and spells that were very useful to merchants and not much else. In each generation of my family, at least one of the children is borne with the same gifts.

I play this, so at first level, I can only take cantrips and spells that are useful to a merchant.

The sorcerer archetype is a little harder to explain how your character acquired a bloodline, but in my case, it would still work out, I'd just be the first generation.

Might be good to have some ways to explain how characters got a bloodline from another species, especially for archetypes. Maybe some rituals that allows a creature to share its bloodline or a darker ritual to steal a bloodline. Could also be some thing an alchemist could brew up.

Horizon Hunters

As a goblin merchant starting with zero class feature that helps in combat, I figure the best thing I can do to support the party in combat is to buy, trade for, or find all the consumables I can carry. So the alchemist archetype has been a big benefit helping me be more accurate throwing consumables.

As the story goes, one of my distant ancestors was granted 1 wish by a Ginnie, so they asked the Ginnie to teach them how to make gold. So the Gennie shared their bloodline and taught my ancestor several cantrips and spells that were very useful to merchants and not much else. In each generation of my family, at least one of the children is borne with the same gifts.

First level is rough but we start adapting after that and learn 1 or 2 more useful spells but we're still merchants at heart. Long term, I think I may take a new archetype every time I am able to. I like the idea of a well-traveled merchant having lots of different skills. Will likely be looking at future artchetypes that use charisma and benefit social skills

Horizon Hunters

As a proud member of the Morerats family, and a merchant of fine trash. I love that human saying "One person's treasure is another person's trash!" Words to live by I tell you. As for our family name Morerats, we're named after the pot of soup that's been in the family for 6 generations, never cleaned or emptied once! We just add more rats! So as a proud father of several children, I dream that someday "if" they survive one of my children might grow up to be a dual gate kineticist. What a proud father I would be knowing one or more of my children had mastered the 2 of the elements most connected to our family. Only to find out the kineticist teaching doesn't even recognize the goblin elements of rats and trash! I'm so ragging mad at this that I could burn a village down...again.

At least the kineticist recognized the 3rd goblin element!