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![]() My players are currently at level 7. Previous setup is: Human Barbarian 7 (This is the guy that's gonna get replaced)
I'll recommend to him the Archeologist Bard and Guide Ranger then, as I don't have access to Unchained. Warden Ranger/Slayer sounds interesting too though. ![]()
![]() Hi there, One of my player's character bit the dust (may Pharasma bless the poor ol barbarian's soul), and this time around he wanted to create an explorer-themed character. I've suggested for him to look at pure Rogue (for the dungeoneering type), pure Ranger (for the forester type) or multi Rogue/Ranger (I know, not the best combination when it comes to optimization) and then later get a few levels in Horizon Walker if he's interested. He hadn't decided the core of his character yet, but I'm hoping that the great ones here in Paizoboard can throw in a few more suggestions. ![]()
![]() Alright. I'm convinced. Scrapping the idea and reserve it for more... "exotic" items. But, for the sake of applying a value to it, here is what I think:
I've looked at both the Kimono and Prayer Beads beforehand, but the Ioun Stone was the closest thing that I want for the staff though. The Robe of Archmagi has the same effective CL checks too. ![]()
![]() I'm thinking of introducing magic items that increases Caster Level (as in "+X Caster Level", not "+x Effective Caster Level vs. SR"). I'm thinking of introducing this items as variant staffs that increase CL in five flavours:
I need some advice for the pricing however. I know the closest item that actually grants bonus to caster level is the Orange Ioun stone, which is priced at at 30,000gp. If I use the Orange Ioun stone as a bench mark, a Type 5 staff that increases CL by 1 will be priced at roughly 15,000gp. From this, the formula that I roughly worked out for a Type 5 is this: X*X*15,000gp = Price of Staff, where X is the bonus to Caster Level. Based on this, price for the staffs are (before adding in Masterwork Bonuses and stuff like that):
When compared to the PC wealth table, only a level 16 and above PC character can ever afford the cheapest of a Type 5 staff. Fair enough. But how should I price the other types? I am mainly concerned about the abuse coming from specialist casters: e.g. a specialist wizard can gain a lot from a staff that boosts his specialist school, so does a "glass cannon" sorcerer that specializes in a certain type of spells. ...or maybe I should just scrap the whole idea? ![]()
![]() I've read that it may take from weeks to one full month to produce a proper sword in feudal times, but then again they're probably not working on the same sword for 8 hours every single day. Also, apprentices are always present because while the master is working the blade, the apprentices are working on the hilt, the scabbard, etc. My... 'experiments' with the new rule set that I used (source in first post) dictated that an inexperience smith (+1 bonus) will have to roll to craft a sword. He spent 10 days working on it, burning an additional 30% worth of iron. My second experiment is for an apprentice smith (+5 bonus, taking 10) to forge a longsword. He spent 4 days working on the sword with no accidents. My third and last experiment is for a master smith (whooping +15 bonus, taking 10) to forge a longsword. He spent only one day and he finishes the sword. ![]()
![]() Okay, so using a cattle in exchange for swords is a bad analogy. But then again, so is bartering 20 arrows for fresh but a roughly skinned wolf pelt (taking an in-game example here). I'm not even going into the second-hand goods realm yet. Anyway, I'm glad that you at least like the framework. As I said before, I don't know how this will work in a real campaign so any and all inputs are welcome. Let's get to the steel part. 50sp a pound sounds about right, considering that you need to pay for both iron, coal, a smelter and a technician to smelt it. Assume that the total cost of a pound of steel is 25sp (1.5sp worth of materials, 7.5sp for labour, 10sp for the smelter and 6sp for anything else that I miss since I'm not a professional smelter) though I would also assume that the cost should be cheaper than 25sp per pound at the end because of mass production - you don't produce 1lbs of steel, you produce hundreds of pounds of steel at one go. Cost for labour and rent is diluted. Now, assume that I agree that a steel forged longsword would cost around 5gp to forge (4lbs worth of steel sounds about right, and just assume that the 3gp is enough to cover everything else). You can still sell it at gp if you are willing to wait. You won't lose much business as you still have apprentices working on other less lucrative items (...expert/master blacksmiths almost always have at least one apprentice, right?) Either way, our calculation ends up the same as the blacksmith would earn roughly 10gp in gross profit - buuuut there's also all that apprentice and rentals to consider (if said smith don't own the forge) so I would give him only 1 month holiday. For my campaign though I'm keeping it at 150sp a longsword. I'm taking demand and supply into factor here since the nations are on guard against each other (I've confirmed that there's now a NG Kingdom, a LN Theocracy and a LE Magocracy-Wannabe in the known realms, discounting all the no-man-lands in between). ![]()
![]() @Dazzlerdal: Here's the note on how I worked out how much the family earned:
To work out their craft or profession check, assume the adult parents and two working children are untrained and have no bonus from intelligence or feats. They would have a check of 10, 9, 9 and producing an income of 5sp, 4.5sp and 4.5sp - 14sp from those at home. In total, the family has a weekly income of 21.5sp, or 86sp per month. Since the family has an upkeep of a total of 50sp per month, the family would then have a monthly average saving of 36sp, which they could live reasonable well off of. The family could then spend the money on a list of goods and services as well as trade goods that are available to them (note to self: the average one-man family unit is rare considering that common youth gets married by the time they reach adulthood, which is around the age of 16~18). Some of the common goods that the family might purchase: several new Commoner’s Outfit for each of them (5sp), some new livestock (probably not a cattle, oxen or a sheep, but a few chicken or ducks is well within their means), bringing his family out for dinner (4sp common meals for each of them). Since 36sp a month is still not too much money maybe they should save it up and bury them under their bed – in a few more months’ time they could probably afford the services of a doctor and some medicine if one of them fall sick. Or an antitoxin if a venomous snake bit them in the ankle. In theory, this family can save up to 432sp a year, or 4gp and 32sp a year providing that nothing adverse happens during the year." The main assumption here is that the family is a hard-working family of five though and works almost everyday to keep the family afloat - and nothing bad happens. Anyways, now that I reviewed my notes, making the weapons 10 times more expensive than it is now makes more sense to me. Imagine trading three swords for an cattle with the current pricing system! ![]()
![]() @Dazzlerdal: Go ahead and steal it. I don't mind. :p And that's a very good idea there about the weapons. Perhaps instead of making it 15gp (that's a king's ransom since it's 1,500sp), maybe make it 150sp instead? I would need to rework the calculation and see how this works out. @Dragonsbane: That's why I'm asking for suggestions. It looks great on paper but I'm not sure how it's actually going to work in a real campaign. Also, I would like to take this concept further and apply it on a kingdom level. But... I'm still not done with the noble yet though so that will have to wait. @Mathius:
2. Wealth by level is reduced to sp. It's working splendidly as my players look after their stuff and actually bargains with the NPCs for cheaper prices. 3. I'm really not sure about this one. Seems like it's a mythic ability more than heroic. The PCs are on a path of becoming heroes, not demigods. Rest be assured that the PCs can at least pay a few coppers to stay in an inn. ![]()
![]() As an exercise, I'm trying to rationalize the economy in my own home brew world. But currently as my players began moving from their tribal village in the far North to further south (don't anger a winter goddess when you live in the Northern hemisphere), I thought that this would be a good time to try and change a few things instead of sticking with the whole Pathfinder economy since it doesn't work well with the Craft skills and my homebrew world doesn't have that much gold laying around in forsaken dungeons and dragon lairs. If it's alright, I would like to ask for some input on how to make this work smoother, better or both. Some facts about the home brew world:
Magic:
Monsters:
Craft:
What I need input on:
Price of Goods and Services:
Price of precious stones, gems and other valuables are reduced by one-tenth in gp. An exotic white pearl that usually costs 100gp is now 10gp. But that's still 1,000sp! Trading in large amount is usually made either in gem stones or trade bars (silver and gold, light and standard). Paper money don't exist... but there are trade organizations that are willing to give out promissory notes. Magic items remain priced in gp. The rarity of spellcasters (especially artificers) in general make them one of the most sought commodity among the royalties. However, I'm thinking of making scrolls and potions cheaper so that it is affordable - something like a 90% discount on its price. A potion of cure light wounds would be priced at 5gp instead of 50gp, but when you factor in the fact that 5gp is still 500sp... All magic items now require the expenditure of XP, at a rate of 10% of the price of the magic item. You CAN lose your levels for creating a magic item too powerful. Cost of living:
How I got the cost of living:
"Common Households
"The Business Class
(Note: Yes, yes. Running a business is more complex than this. But for the purpose of this exercise let's just assume that he has a fixed buyer that is willing to buy everything he produces. I also haven't calculate the upkeep of maintaining the smithy itself and paying for taxes and such.) "The Ruling Class - Nobility
(Note: I haven't calculate how much COST is involved in running a small town, so this will have to do for now. This involve costs such as maintaining the town infrastructure and his own manor, hiring and paying for his guards and employees, expanding the town, pay for a spell or two (Plant Growth comes to mind), etc. Also note that I do consider the noble is taxing the town in excess.) About Magic
(Note: It's a low magic setting, and i need an in game reason to keep the production of magic items low. Price is one, XP cost is two. This will definitely make scribe scroll and brew potion more valuable though because of the 90% discount. Then again, there aren't that many spellcasters around anyways.) "Spellcasting services.
Arcane Price Divine Price
Cost of some items:
Farm animals: Cattle (50sp), Chicken (1sp), Donkey/Mule (8sp), Duck (2sp), Goat (6sp), Oxes (24sp), Pig (10sp), Sheep (20sp); Note: animals can be sold off for meat at roughly twice their original prices. Younger animals are sold off roughly at a quarter to a half of their original price. Animals listed here are of average quality and size. Foodstuff (1 pound): Beans (2cp), Cheese (2cp), Chicken (2cp), Citrus (3cp), Coffee Beans (1sp), Flour (2cp), Honey (1sp), Maple Syrup (1sp), Olives (3cp), Turnips (2cp), Wheat (1cp) Herbs and Spices (1 pound): Allspice (1sp), Chocolate (10sp), Common Herbs (Garlic, Mint, Mustard, Oregano) (5cp), Uncommon Herbs (Basil, Cinnamon, Cloves, Dill, Nutmeg, Rosemary) (1sp), Rare Herbs (Cardamom, Chillies, Cumin, Fennel, Ginger, Pepper, Vanilla) (2sp), Saffron (15sp), Salt (5sp), Tea (Common) (1sp) Metal (1 pound): Copper (5sp), Coal (5cp) (10lbs), Charcoal (3cp) (10lbs), Gold (50gp), Iron (1sp), Marble (5sp), Masonry Stone (5cp), Silver (50sp); Note: A standard trade bar weighs 20lbs. Therefore, a trade bar of silver is worth 1,000sp or 10,000cp while a standard gold bar is worth 1,000gp or 100,000sp. A lighter standard is available and weighs 10lbs. Silver light trade bar is worth 500sp while gold light trade bar is worth 500gp or 50,000sp. Textiles (1 square yard or 1 pelt): Cotton (8sp), Thin Leather (5cp), Thick Leather (3sp), Linen (4sp), Fox Pelt (5sp), Mink Pelt (3sp), Rabbit Pelt (1sp), Silk (10sp), Wolf Pelt (4sp), Wool (6sp) Services (per person): Road or Gate toll (1cp); Doctor (1sp) (does not include medicine), Laundry (1sp), Lawyer (Competent) (3sp), Messenger (2cp/mile), Nurse (7cp), Sage (15sp/day), Scribe (Text) (1sp), Scribe (Map) (10sp); Slave (50sp+) Inns: Inn (Poor) (1cp), Inn (Common) (5cp), Inn (Good) (2sp), Suite (Small) (4sp), Suite (Average) (16sp), Suite (Good) (32sp), Suite (Luxurious) (64sp+). Drinks: Ale (4cp), Mead (5cp), Wine (Common) (1sp), Wine (1lbs) (10sp); Coffee (Common) (2cp), Coffee (Fine) (5cp), Milk (4cp), Tea (3cp) Food: Bread (2cp), Chesse (1cp), Chocolate (5sp), Honey (1sp), Maple Syrup (1sp), Meal (Poor) (1sp), Meal (Common) (4sp), Meal (Good) (8sp), Meal (Fine) (15sp), Meal (Banquet) (30sp+), Trail Rations (per day 0 (5cp) Alchemical Items: Alchemist’s Fire (20sp), Acid (10sp), Dye (1sp), Soap (1cp), Oil (Lamp) (1cp), Oil (Kerosene) (5sp), Vermin Repellent (5sp); Antitoxin (50sp), Smelling Salt (25sp); Others: Bear Trap (2sp), Candle (1cp), Firewood (per day) (1cp), Fishhook (1cp), Bell Net (2sp), Butterfly Net (5sp), Fishing Net (5sp), Heatstone (20sp), Lamp (1sp), Map (50sp), Steel Mirror (10sp), Torch (1cp), Hemp Rope (50ft) (1sp) I think that's most of it, if I didn't left anything out from my current notes. I still have to run though the Stronghold Builder book from Wizards and see if I can import it into my game since I adore the rooms. The rules? Not so much. ![]()
![]() @FuelDrop: it's a bit too late for that since his Arcanist is already level 3, but good point with the crafting. I'll have to see if I should award him crafting feats... or making an Artificer npc dedicated to him. @Tangent: I'll take a look at the APG later tonight and see what it does. But it doesn't sound like it needs a lot of work and that is always good. :) I let him rolled 5d6 drop 2, and the Random Number Goddess was smiling at him so he got pretty good rolls. 2 18s and 1 17, and thank goodness he invested 18 in Con (the player is a role-player and not an optimizer, so...). I'm already doing that with he encounter. I'm also going to single out bosses to give him a fighting chance against them. Despite not fudging rolls usually, I find that being merciful has its merits in a solo game (already did it in the "prologue" game). ![]()
![]() Thanks guys! I've talked with the player and he is excited to be able to run another PC, but he's afraid that he couldn't handle the other two. We'll see how this goes. I've also asked if he would mind asking another player to join us but he isn't too keen on it since none of our current players fit out time tables and that was the primary reason he wanted to play a solo game. Eh, at least I got free dinner out of it so I don't mind. ![]()
![]() Hey, usually I wouldn't bug anyone but I really need some advice. One of my players had asked me if I'm willing to run Rise of the Runelord. I didn't fully understood what he was asking, so I said yes. Forward some time later, I only realized that he meant running the adventure path in a solo game. ...and I said yes. Cue the thunders and lightning. We've went through the first session just a few days ago, and he created Ashford the Human Arcanist. Gave the Arcanist "Toughness" as a bonus feat, some goodies and then we ran an introductory session where he increased his level to level 3 to give him some extra edge in Burnt Offerings as well as to give the player the feel for his character's background and personality. Now I'm not sure where to go from here. My player is not familiar enough with the system to go gestalt or mythic, and I'm already tweaking the encounters so it's survivable. I'm also planning to get some NPCs (Mainly Shalelu in the beginning, and then a tweaked Devan from Hook Mountain permanently) to provide support. Is there anything that I can do to not make this game a one-sided slaughter for the DM? Gosh, running a solo game needs even more planning than a party of 4 or 5. ![]()
![]() In the campaign that I run, I made sure that only minor magic items such as scrolls, potions and the occasional cheap wondrous items are available for sale. The reason for this is because I believe that wizards of high enough power would reasonably hoard magic items that they crafted for their own use (and their families, friends, underlings, etc. You get the gist.) Money could get you +1 weapons and armour, but you can only get the better ones via adventuring or sweet talking an NPC wizard or artificer (I converted it from Eberron for my own use :p). Anything beyond a CL of 6 will have to be found, crafted or bartered for. My players usually love crafting their own items though (the party wizard ask for the full price and earn some pocket money from his fellow adventurers), and I usually have them run some sort of errands such as fetching schematics and materials, etc. For example, I remember when one of my players decided to make a Ring of Regeneration, I asked them to go get some troll brains. They decided to hunt one down, making a mess in the process. It's a good time for some light role playing too and to let the players familiarize with other possible options. However, I'm very generous with downtimes so it depends. |