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![]() 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? ![]()
![]() 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. ![]()
![]() 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. |