Pathfinder Player Companion: Magical Marketplace (PFRPG)

3.20/5 (based on 5 ratings)
Pathfinder Player Companion: Magical Marketplace (PFRPG)
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Gather your gold and get ready to upgrade your gear with Pathfinder Player Companion: Magical Marketplace! The merchants of Golarion have honed their skills for years, plumbed ancient sites of legend, and made deals with otherworldly forces to dredge up miraculous magic items salable to intrepid adventurers such as yourself. From the opulent boutiques of the Ivy District in Absalom to the bustling black markets of Katapesh’s Nightstalls, the shopkeepers herein stock a wide range of magical items useful to adventurers of any walk. Whether you seek to poison enemies with a mere gesture, walk the ocean floor in search of plunder, shatter bones with magical hammers, or enhance your body with clockwork prostheses, these dealers are sure to offer the key to your success. In addition, these practiced merchants each offer a host of unique and useful abilities to teach their favored and frequent customers.

Magical Marketplace contains dozens of new magic items and character options keyed to a variety of shops both big and small within the Pathfinder campaign setting. Inside this book, you’ll find:

  • Over 50 new magic items, including enchanted tattoos, drow devices, insidious traps, holy relics, and more.
  • Profiles of 14 shopkeepers from all over the Inner Sea region, including detailed information on their shops and wares.
  • Discounts and alternative methods of payment available to regular customers and hardy adventurers willing to assist their merchants.
  • New special weapon and armor abilities designed to help cripple enemies and ward against their devastating attacks.
  • Dozens of new rules options for every class, including feats, spells, inquisitions, hexes, discoveries, and more.

This Pathfinder Player Companion is intended for use with the Pathfinder Roleplaying Game and the Pathfinder campaign setting, but can easily be incorporated into any fantasy world.

Written by Paizo Staff.

ISBN-13: 978-1-60125-600-3

Other Resources: This product is also available on the following platforms:

Hero Lab Online
Fantasy Grounds Virtual Tabletop
Archives of Nethys

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3.20/5 (based on 5 ratings)

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1/5

This is easily the worst Pathfinder Player Companion volume I have seen.

Thematically, there is just nothing here. Not a drop of ink is spilled on overarching concepts of how magic shop work in relation to Golarion or the like. The shopkeepers are overwhelmingly obvious (a pirate on a ship! A Varisian in a wagon!), and there simply isn't enough wordcount given to their descriptions to make them or their establishments memorable or interesting.

Mechanically, most of the stuff is boring or bonkers. The price adjustments are random, and the very first one is an exception to how they work (as well as an infinite gold bug). Gating abilities behind gold values is nonsensical when they are at inappropriate points in relation to wealth-by-level (who picks a new Inquisition when they have 60,000gp?).

There is no balance to the abilities offered. The mid level Arcane Discovery that lets you randomly increase Illusion DCs is nothing compared to the one that lets you double up on successful Enchantment spells (because the only thing better than Dominate Person is a second Dominate Person for free). Shoot people off cliffs, a Rogue talent ideal for non-Rogues, even more options making Shields the best weapons in the game, and so on.

I haven't even gotten to the items yet, but at this point I feel it is basically unnecessary. More of the same, the overpriced next to the overpowered next to a bunch of spells-in-a-can, most of which are entirely forgettable. Nothing to redeem the book here.

Really, overwhelming disappointing. Not something I would recommend.


A mixed bag, an ugly-ish mixed bag.

3/5

Magical marketplace is an interesting little book. I actually like a lot of the ideas behind the different merchants and personalities and discounts given. All too often players treat merchants as simple dump points for loot, this book goes a long way in making interplay between PCs and local or random merchants much more realistic or at least interesting.

The actual items are very interesting, some really fun things that should appeal in at least some way to players and GMs alike. You'll want to think and compare them to existing items, and either rework or reprice them accordingly.

Fluff and content wise this is a 4 or 5 star book, but I have to knock it for its design/layout. This was rushed or handled by interns, not sure what happened here. Why use the backgrounds they did, why not pages from the standard books? Same with the sidebar graphics. They just aren't good, or at least at paizo standard levels, which is usually great. I know there are lots of designers that are waiting to get fun work like this and would hit it out of the park and this is just... blech.


Wonderfully creative

5/5

Read my full review on Of Dice and Pen.

Magical Marketplace is one of the most creative Player Companion volumes in some time. While its overall focus is on new mechanical options for player characters, it presents these new options in a way that’s full of world flavour, and helps to flesh out Golarion in a way that most campaign worlds rarely receive. I heartily recommend this book.


Interesting, but not very play friendly

2/5

I'm not sure how to rate this. I like reading through it, so in that aspect more like a 4 star. Some of the material I'm not sure about, so in that aspect I'm thinking like a 2 star. I like some of the items and ideas, so maybe a 3 star, but then (with the stuff that follows), I'm finding it hard to go above 3, and that's kind of pushing it. Not because its a poor book, just one I am not sure I will ever really use, (to the point of needing a book for it).

The book mostly focuses on shops that are one of two things mainly; A.) a place to buy things of a certain theme or B.) a place to go that can teach some classes things like Feats or Bard Masterpieces. They are generally both Class and Concept specific, so the Mendev Sarenrae shop is pretty much focused on Inquisitors (and the proprietor, a Cleric, can teach Inquisitors new Inquisitions, . . . wait, what?), and will have basic stuff for divine classes, but no more than any other random shop. Some of them work, some are kind of odd.

All in all, it's one of those sorts of books that I'll probably never ever use, (possibly an item or two later on), but if it ever did come up in a game, it's probably only going to be a single time. It's a bit too specific (for me) to actually use for play, and so in the end was kind of a waste of money. I don't mean that to be harsh, and it is an interesting book, but I just don't use or want a bunch of mini magic marts in game, and I'm thinking that even on the rare occasion where I might use it, much of the fluff and flavor will be wasted on the players.

I was hoping for a little bit more of an Adventure's Armory than an NPC book about magical shops. Some of the material is, (and this greatly depends on what you like in your game), along the same lines as the elephant in the room Gunslingers and the like. Not really for me, but I'm not against others liking it, so I'm mostly neutral on that for this review. One think I would have liked is a lot more 1,000 - 5,000 gp prices gear, both magic and nonmagical. So, so much of the gear in here is more at the 20,000+ range that again it's just never going to be used, and if so, not often enough to warrant buying the book for it. That's how it feels anyway, that could change.

I am really not sure why this is a Player's Companion, and would really have been best placed as a small aside or chapter in a DM related product, (Ult Campaign for example) more than anything, possibly splitting up the gear into something else. It really suffers for being a small book of a bunch of mostly unrelated concepts, and really needs to be bigger and have included more. Another Adventure's Armory or mini Ult Equipment I would have found many times more useful, and much more in line of being a Player's Companion. More shops offering spells (only one does and they, well kind of suck) would have been fantastic. Great concept, but the two included are meh. Would be a great way to implement how to include spells from other similar products though, rather than just throwing them in wholesale.

One last thing I kind of hated about this book (and the more recent Companions) is the set up. It's annoying as all get out that everything is listed all over the place. It makes sense that Alchemists shop would have related gear, but at the same time I would have been so much better to just place everything together in one are. All magic weapons ere, all magic armor there, all feats back there, etc. . . and the individual shops indicating which they have access to. It would both look so much better and also be much more convenient. Visually, the way it is now is kind of tacky/ugly.


Three Words: Clockwork Prosthetic Limbs. That is all.

5/5

Alright, I personally think that this book should have been a Campaign Setting book rather than a Player's Companion because it seems to contain more ideas for Game Masters than for Players (plus Campaign Setting books have more content and I want more!). That said, I love, love, love this book. It introduces a host of different specialized magic shops perfect for any GM to spice up their campaign and present to their players. Heck, a few are so interesting an adventure could be based off the owners of the shops. The book really helps to make magic shops, well, magical. Further, the book has a host of magnificent magic items, not the least of which are clockwork prosthetic limbs from Alkenstar. Oh, and did I mention that the limbs can be enchanted in the same manner as a weapon?

I would certainly recommend it.


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Silver Crusade

Pathfinder Adventure Path Subscriber

1. An armor enchantment that helps armor-using classes with their worst save and protects them from the most obvious way to remove them from a battle should be actually cheaper. +2 is too expensive for something that is a band-aid on your Achilles heel.

2. The sniping enchantment likely could be +1 instead of +2 but then again, nobody does invest in ranged sneak attack anyway.

Scarab Sages

1 person marked this as a favorite.
Gorbacz wrote:
Example: back in the Dragon/Dungeon days there were people vocally asking for an Art of Dragon/Dungeon book. So, Paizo made that book. It got solid reviews and is a really nice book. And now it's sitting on their shelves discounted to a silly price of 4 USD, because apparently not many people bought it. Turns out, a vocal group of people saying "please, do an art book" was nowhere close to an indication of what the market as a whole was interested to put money out for.

Thank you for reminding me. Paizo now has a few less of those to worry about ;-)

Shadow Lodge

Not sure I agree that it should be cheaper. It's a very good ability, and basically good for everyone (besides Monk). Armor Enhancements tend to be less cool a lot of times, and being cheaper than weapon enhancements, I could see this being very popular across the board for anyone that can swing at least medium armor.

You can also get a similar affect with Clear Spindle Ioun Stone (4,000 gp) + Wayfinder (500/250 gp), but the armor seems to apply to everything (not just Evil).

I would say somewhere between a +2 and +3 looks about right, +4 maybe but kind of pushing it. If the armor specifically worked like a single version of Protection From _____, I think it would be also be a little more balanced.


I like the items in the book. As far as anachronism goes, it's not anachronistic in my setting :)


Pathfinder Adventure Path Subscriber

Gorbacz did you actually read the text there or are you just like that?
The armor enhancement doesn´t help, it makes outright immune to all spells of the enchantment school, doesn´t matter the alignment of the caster.

Items like this have a severe impact on scenario and adventure writing, because the authors have of course to look at such items, and this one will probably become the standard thing to go to for a lot of builds an classes i guess. Just taking out a whole magic school completely is really bad. Giving a bonus to saves is a different thing than complete immunity.

Shadow Lodge

I'm thinking they intend it to work like Protection from _____, where it only applies to spells and effects that directly override your mind, but it does not specify in the item, so may or may not be the case.

FAQ

It also does not specify if it works on all alignments or just one, (chosen at the time of creation).

It's also a little unclear if

this:
If the check is successful, the effects are suppressed until the creature removes the armor, after which they resume. This ability can be applied only to medium or heavy armor.
means that the suppressed effects kick back in as soon as you remove the armor, or if their original duration applies from the start. Does it work like Protection From ______, or do you automatically get hit with the Charm Person you had cast on you a few hours ago when you take off your armor to go to sleep, and the duration starts then?

Silver Crusade

Pathfinder Adventure Path Subscriber
Hayato Ken wrote:

Gorbacz did you actually read the text there or are you just like that?

The armor enhancement doesn´t help, it makes outright immune to all spells of the enchantment school, doesn´t matter the alignment of the caster.

Items like this have a severe impact on scenario and adventure writing, because the authors have of course to look at such items, and this one will probably become the standard thing to go to for a lot of builds an classes i guess. Just taking out a whole magic school completely is really bad. Giving a bonus to saves is a different thing than complete immunity.

Paladins are immune to fear, disease level 3 on and charm from level 8 on. Monks get immunities to disease and poison. I'm not even touching the topic of people being able to make "immunity to X" items if the GM and their PC's pockets allow. I'm not seeing you around complaining that it breaks the game and forces adventure writers to stand on their heads. So, why now?

Yes, I've read it. No, I don't think it's unbalanced. Being immune to some (not all, read the item) enchantment effects is not something an adventure writer should be worried about, because you can't assume things about PCs apart from things like "low level characters usually can't fly" or "murder mysteries mus take speak with dead and blood biography into the account". And even those assumptions can fly out of the window is the party has a strix PC, cheap pun intended. I can't imagine any adventure/encounter that would suddenly become unplayable because a PC can't be charmed or hit with hold person.

On the other hand it's one of the few really "oooh, cool" armor enchantments I've ever happened across. So, no big one.


Pathfinder Adventure Path Subscriber

I see a difference there between class features and armor enhancements.

Contributor

Ashram wrote:
I'm on the fence about this one as well, Remove Curse seems rather odd for an item that thematically is supposed to purge the body. If Remove Curse was actually Remove Disease, I'd have no problem with it.

Read the Advanced Race Guide, specifically the human entry. There are about two or three nasty curse spells that are specifically nautical-themed. They go with the buccaneer gunslinger archetype.

More likely then not, that's probably why the item (which is sold by a former human pirate captain) removes curses.

Contributor

Hayato Ken wrote:

So, while the book overall is written very nicely, i have some questions regarding two items and their balance. Namely the mind-buttressing armor enhancement and the sniping weapon enhancement.

Mind-buttressing seems a littble bit too powerful for me and an excuse for a lot of players to drop their WIS scores and willsaves even further, because for a mere 9000-10000gp you can become totally immune to enchantment spells.

Note the Will save bonus is a resistance bonus, so it does not stack with cloaks of protection. A cloak of resistance +2, which applies a bonus on all saving throws, is 9,000 gp. So, does is the armor ability worth a +2 bonus to Fortitude and Reflex saves? While charms and compulsions make up a large portion of the enchantment school, note that A) most Dex-based characters cannot benefit from this ability, as it requires medium or heavy armor only and B) enchantment is just as well-known for its buffs as its charms and compulsions. In addition, most GMs are somewhat apprehensive of brainwashing the party, so I actually see this ability as being a stronger option for a boss monster with the PCs likely selling the item if they manage to defeat the villain. Its certainly a good ability, but compared to the standard option (the cloak) I just don't see this as being broken.

Also, as Gorbacz points out, the armor doesn't make you immune to ALL enchantment effects; just the ones that basically end the fun for you. The mind controls and the dominates and so on. You can still use all of the wonderfully nasty debuffs like crushing despair, for example. There are a lot of great emotion-based debuffs that still work wonders against your armored buddy.

Quote:

The sniping weapon enhancement on the other side is also +2, coming in for 18000-19000, let´s you make sneak attack at 45 feet, but doesn´t stack with anything, not even class features or feats it seems.

That seems very off to me.

For one, its letting you gain a rogue talent without needing to pick it. That's good. Also, things that improve ranged sneak attacking at all are so gosh-darn rare, its hard to call anything about this ability "off."


It's not so much "covering an achille's heel" as it is almost completely removing one of the intentional balancing factors for a wide variety of classes.


Cheapy wrote:
It's not so much "covering an achille's heel" as it is almost completely removing one of the intentional balancing factors for a wide variety of classes.

Not the monk. He's off crying in the corner again.

Alexander Augunas wrote:
In addition, most GMs are somewhat apprehensive of brainwashing the party, so I actually see this ability as being a stronger option for a boss monster with the PCs likely selling the item if they manage to defeat the villain.

I can't see a party fighter wanting to sell the armour, to be honest. Resistances/immunities like that don't come along too often.

It does render any PC Enchanter wizard/sorcerers/whatever much less useful offensively against such individuals. Which is a problem if they're geared towards offensive-based enchantment magic, since if they're a wizard then they'll have to come back another day, and if they're a sorcerer, well, they're SOL. Perhaps the armour is intended to work similarly to Protection from Alignment spells, but then, those can be dispelled by an opponent.

I dislike that enchantment is so often an "all or nothing" approach, but that's a conversation for another topic, I think.


Cheapy wrote:
It's not so much "covering an achille's heel" as it is almost completely removing one of the intentional balancing factors for a wide variety of classes.

Umbalancing factor.

Sczarni RPG Superstar 2012 Top 32

The art for the Laughing Sword seems a bit disjointed when compared to the rest of the book.

Sczarni RPG Superstar Season 9 Top 16, RPG Superstar 2015 Top 32

Question:

I really like this book and what it does. Some of you may know that I did a Witch Market discussion here along a similar if not much shorter format.

I am wondering if I may use either the bartering system or an expansion of it in a 3pp book I am going to be working on in the future. Is that a rule system that is open for such a project? How can I tell and find out if in the future I find other systems that I want to use?

Sczarni RPG Superstar Season 9 Top 16, RPG Superstar 2015 Top 32

Also, will we see anything similar to this in the future from Paizo? It does have some rough edges that could be worked out, but something more geared towards GM in the Setting line would get my money.


Can anyone who has this sourcebook please tell me if there is a Magnimarian magic shop detailed in it?


Some of the shops detailed in this book sells new weapon special abilities.

What if a PC asks one of the sellers to teach them how to use one of these weapon special abilities with their own item creation feat? Which would be the price?


There are no rules for knowing how to add a particular enchantment with crafting. If you meet the prerequisites (or take the +5 DC for missing components) and you know it exists you can make it. Anything else is DM fiat.

Paizo Employee Pathfinder Society Lead Developer

Donkey Shot wrote:

Some of the shops detailed in this book sells new weapon special abilities.

What if a PC asks one of the sellers to teach them how to use one of these weapon special abilities with their own item creation feat? Which would be the price?

Interesting question! Since the special enhancements represent trade secrets of the craftsperson, I would require the PC to improve the craftsperson's disposition/discount to at least the second best level. Then I would have the PC spend about half the cost of adding the enhancement as a training fee. That would translate to the first weapon enhanced costing about the same as if the PC had just purchased it, but from then on, he could make them at the discounted cost.

That said, the cost of a +1 enhancement varies based on the base weapon, so it requires a little judgment on the GM's end to determine a fair price. Perhaps base it off purchasing the enhancement on a +1 weapon.


Slithery D wrote:
There are no rules for knowing how to add a particular enchantment with crafting.

There are also no rules to teach feats, magus arcana or inquisitions, yet this is what some of the sellers in this book do.

And since they are sellers, I assume they sell their knowledge. Sadly, no price is defined.


John Compton wrote:
I would require the PC to improve the craftsperson's disposition/discount to at least the second best level. Then I would have the PC spend about half the cost of adding the enhancement as a training fee.

Thanks for your help!

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