Pathfinder Player Companion: Black Markets (PFRPG)

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Pathfinder Player Companion: Black Markets (PFRPG)
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Good Deals, Bad People

When the right tool for the job is on the wrong side of the law, it's time to look for it in the black markets! This player-focused volume includes dozens of items and rare spells not sold in any legal shop but still of great use to adventuring characters, as well as spells, feats, and character archetypes to help keep those illegal goods hidden. From new poisons and portable traps to necromantic magic items and eldritch smuggling tools, Pathfinder Player Companion: Black Markets has every underhanded implement you may desire when legality isn't a concern! Inside this book, you'll find:

  • Rules for running your own black markets and managing your under-the-table business dealings when you're between adventures.
  • New poisons of every description, from magic-infused poisons to nefarious necrotoxins that blend necromancy with deadly substances, as well as the eldritch poisoner alchemist archetype.
  • A guided tour of the largest and most unique black markets in the Inner Sea region, from the Nightstalls of Katapesh to the Tarnished Halls of Numeria.
  • Feats, traits, and spells to emphasize characters' criminal dealings and improve their mastery of the underworld economy.
  • New cursed magic items, portable traps, and grafts of undead flesh to fill your backpack and prepare you for any challenge.

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.

ISBN-13: 978-1-60125-789-5

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Good Collection of Nefarious Concoctions

4/5

Black Markets is a Pathfinder Player Companion that I bought just so I could use some small option in a Pathfinder Society character. I wasn't expecting much, but after reading through the book, I came away pretty impressed and with several ideas of things to incorporate into my games. The theme of the book, as the back cover blurb indicates, is "Good deals, bad people". In other words, the book is about unlawful items and activities that one might find hidden away in some seedy back alley. But you definitely don't need to be playing an evil PC to find some worthwhile material inside.

Like every entry in the Player Companion line, Black Markets is a 32-page full-colour book. The cover art is great, and gives a good feel for what's inside. The art is reused, sans logo, as the inside back cover. The inside front cover notes seven places of "Illicit Trade in the Inner Sea Region", and each place receives a brief description of what can be found there along with a little flavour. Some of these places are described in further detail in the interior of the book, but not all of them are.

The first four pages of the book include a summary of what's inside for particular classes, a rules option index, and an introduction that contains a brief but good overview of how different nations in Golarion feel about black markets. They're everything from an "unavoidable fact of life" in the River Kingdoms to "disgraces to proper society" in Cheliax.

From a GM's perspective, one of the major things the book does is create rules for black markets: how hard they are to find, what types of materials are available there, how much items will cost, and what risks customers face in visiting them. This smartly takes the form of an adaptation of the settlement stat blocks from the GameMastery Guide. The book introduces a handful of new feats for PCs who plan to interact regularly with black markets, and then proceeds to give sample stat blocks (and associated character traits) for six specific ones: the Dusk Market in Westcrown, Nightstalls in Katapesh, the Red Silk Route in Absalom, the Tarnished Hills in Numeria, the Wagons of Light in Geb, and the nomadic-fey-run Witchmarket. I think it's a great idea, and I've used the rules to create a black market stat block for Korvosa in my upcoming Curse of the Crimson Throne campaign (because I know, sooner or later, somebody's going to want to buy something that's not quite legit)!

Next, the book supplements the Downtime rules from Ultimate Campaign by creating several new nefarious downtime activities: creating alibis, blackmailing someone, planning a heist, smuggling, and more. I thought they were good, though some are far more likely to be an NPC sort of thing than a PC activity.

Some characters, like my Norgorber-worshipping Siegfried of Daggermark, are into poisons. The book spends two pages detailing the concept of "infused poisons"--which, with the associated feat, allow you to combine the effects of a poison with a spell effect. For examine, the "liquid influence" poison both gives the target Wisdom damage and puts them under the effect of a suggestion spell. It's a really clever concept. There's also some new undead-themed poisons called "necrotoxins".

Two pages are then spent introducing "necrografts," a concept that may be familiar to Starfinder players. Essentially, skilled necromantic surgeons implant new body parts or replace body parts with undead flesh to augment a living creature's abilities. For examine, you could get a necrograft leg that allows you to travel overland longer than normal before becoming exhausted. Although the concept is a fun one, I'd say most are way over-priced for what they do.

Cursed magical items have been in D&D and its heirs since the beginning, and Black Markets devotes two pages to them. In particular, it gives rules for magic users intentionally creating cursed items. Some new ones are introduced here, with my favourite being the spendthrift spectacles (that cause the wearer to wildly overpay for items) and the style-stealing vambrace that threatens to cut off the wielder's own hand every time they land a critical hit in combat!

Pesh, an addictive narcotic, is the subject of the next two pages. There are a handful of new pesh-related feats and then some new pesh-related spells. Given the severity of the addiction rules in Pathfinder, I don't think most of the options are very practical.

Next up: nonmagical, portable traps that will definitely appeal to some characters. There's also one magical portable trap: portable pits that replicate the various pit line of spells. These can be pretty nasty!

Evil clerics and anyone adventuring in Rahadoum might find value in the two pages on "hidden holy items", though I thought they were largely mediocre.

Two pages detail secret signs and spells related to the concept. I liked a couple of the latter, but I'm guessing this is mostly an NPC section.

A section on smugglers introduces a few new archetypes. I once had a Pack Mule character (a fighter archetype that allows a PC to carry a great amount of weight), but alas, he died. I like the Relic Raider, a rogue archetype that specialises in dealing in curses and haunts--not something for an average campaign, but could be cool perhaps in something like Carrion Crown.

A section labelled "Duplicitous Archetypes" introduces two: The Eldritch Poisoner, an alchemist specialising in poison that does ability score damage, which could be really powerful against living foes (though anything immune to poison will be perfectly fine) and the Hoaxer, a fun concept that looks clunky in practice.

Last up is several new spells. The only one that jumped out at me was curse of keeping, which prevents the target from dropping, selling, or giving away anything in their possession! I could imagine some fun story ideas for that one.

Overall, I think the book is a really nice supplement for GMs and PCs. Not everything inside is going to fit every campaign or concept, but on the whole the material is well-written and interesting.


Worth it for Necrotoxins & Undead Grafts!

3/5

GOOD:
Necrotoxins - poisons crafted with the "craft wondrous item" feat and "Craft (alchemy)" skill.
Undead Grafts - body prothestics made from dead flesh!
Cursed Magic Item creation rules and prices.
The six Golarion Black Market descriptions.

BAD:
The Pack Mule Fighter Archetype.
Most feats and spells are rather specialized.

UGLY:
The Black Market rules are for a GM not player.


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Pathfinder Maps, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

Slaves are mentioned a couple times, along with practices that are even worse than slavery -- see the section titled "The Corpse Trade".


David knott 242 wrote:

Slaves are mentioned a couple times, along with practices that are even worse than slavery -- see the section titled "The Corpse Trade".

Anything like the resurrection men of old ?


Pathfinder Maps, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

I am not familiar with these "resurrection men of old". The section I referred to primarily involves turning people into undead.


David knott 242 wrote:

I am not familiar with these "resurrection men of old". The section I referred to primarily involves turning people into undead.

Resurrection men were what they used to call people that dug up bodies to sell to other people for various reasons.


David knott 242 wrote:

I am not familiar with these "resurrection men of old". The section I referred to primarily involves turning people into undead.

They have a trade for this? Whatever happened to a necromancer just hiring some thugs to knife the local peasants and tradesmen and then zombify them?


1 person marked this as a favorite.
Eric Hinkle wrote:
David knott 242 wrote:

I am not familiar with these "resurrection men of old". The section I referred to primarily involves turning people into undead.

They have a trade for this? Whatever happened to a necromancer just hiring some thugs to knife the local peasants and tradesmen and then zombify them?

Depending on the politics it would be one way to get control of someone, when you're undead and want to keep your position of power, you've got a secret someone can hold over you.


Could someone please share a bit more information on the new Rogue archetype? I think it's called the "Relic Raider?"

Does anyone mind sharing some additional guidance?


Pathfinder Maps, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
Wyrmfoe wrote:

Could someone please share a bit more information on the new Rogue archetype? I think it's called the "Relic Raider?"

Does anyone mind sharing some additional guidance?

You get more curse related stuff:

Curse Sense replaces Uncanny Dodge.
Disable Curse replaces Improved Uncanny Dodge.
Additional advanced rogue talents for this archetype are Cursed Strike and Etheric Strike.


Very cool. Thank you for this, Mr. Knott. Could you share a bit more regarding each? What does each item tend to do?


1 person marked this as a favorite.
Eric Hinkle wrote:
David knott 242 wrote:

I am not familiar with these "resurrection men of old". The section I referred to primarily involves turning people into undead.

They have a trade for this? Whatever happened to a necromancer just hiring some thugs to knife the local peasants and tradesmen and then zombify them?

It's more about the selling of animated zombies and skeletons. It actually mentions the additional price necromancers tend to charge if you don't provide the body. There's a lot of economic incentive for businesses to try getting away with using undead labor.

Actually, that's a pretty good low-level campaign, dealing with the zombie miners that have gotten loose.


QuidEst wrote:
Eric Hinkle wrote:
David knott 242 wrote:

I am not familiar with these "resurrection men of old". The section I referred to primarily involves turning people into undead.

They have a trade for this? Whatever happened to a necromancer just hiring some thugs to knife the local peasants and tradesmen and then zombify them?

It's more about the selling of animated zombies and skeletons. It actually mentions the additional price necromancers tend to charge if you don't provide the body. There's a lot of economic incentive for businesses to try getting away with using undead labor.

Actually, that's a pretty good low-level campaign, dealing with the zombie miners that have gotten loose.

Does it mention how those undead are controlled ?


1 person marked this as a favorite.

Ainnette Metimer's alignment:
As pointed out on the wiki, he's listed as a lawful evil cleric of chaotic neutral Calistria, which shouldn't be possible.


Shadow_Charlatan wrote:
QuidEst wrote:
Eric Hinkle wrote:
David knott 242 wrote:

I am not familiar with these "resurrection men of old". The section I referred to primarily involves turning people into undead.

They have a trade for this? Whatever happened to a necromancer just hiring some thugs to knife the local peasants and tradesmen and then zombify them?

It's more about the selling of animated zombies and skeletons. It actually mentions the additional price necromancers tend to charge if you don't provide the body. There's a lot of economic incentive for businesses to try getting away with using undead labor.

Actually, that's a pretty good low-level campaign, dealing with the zombie miners that have gotten loose.

Does it mention how those undead are controlled ?

Nope. It does mention that necromancers are just going to assume you've got it covered. There's a nice illustration (well, for a given value of "nice") of a zombie with its arms tied to a crossbar, carrying two nets full of trade goods, so it's likely through discount means and taking advantage of their mindlessness. I'd guess that using them in mining is probably more for hauling things than it is for carrying out the actual mining.


Are any of the new spells available to Alchemists ?


2 people marked this as a favorite.
nighttree wrote:
Are any of the new spells available to Alchemists ?

Spoiler:
For alchemists, the pesh section has two addiction spells, one to alleviate an addiction to any drug and another to force a target to be addicted to any drug; a pesh-fueled Strength bonus spell called pesh vigor; and a spell literally named contact high that lets you transfer any drug's effects to someone else as a touch attack.

Another section has an additional spell available to alchemists that aids with Appraise and anti-forgery Linguistics checks.

There's also a poison-focused alchemist archetype, the eldritch poisoner, who loses bombs but gains the ability to generate level + Int mod/day amped-up poisons with a short shelf life on demand, as well as 10 new discoveries specific to that archetype.


QuidEst wrote:
Shadow_Charlatan wrote:


Does it mention how those undead are controlled ?

Nope. It does mention that necromancers are just going to assume you've got it covered.

Gee, there's no way that can go wrong. Now we know how the Golarian zombie apocalypse will hit.


4 people marked this as a favorite.
Pathfinder Starfinder Roleplaying Game Subscriber
Eric Hinkle wrote:
QuidEst wrote:
Shadow_Charlatan wrote:


Does it mention how those undead are controlled ?

Nope. It does mention that necromancers are just going to assume you've got it covered.
Gee, there's no way that can go wrong. Now we know how the Golarian zombie apocalypse will hit.

No wonder necromancers are judged so harshly with such unsafe business practices!


Can anyone kindly list which specific black markets are described in the book? Someone did mention Westcrown's Dusk Market already ...

Silver Crusade Contributor

2 people marked this as a favorite.

The black markets detailed include...

Spoiler:

The Dusk Market (LE, Westcrown)

The Nightstalls (NE, Katapesh)

The Red Silk Route (N, Absalom)

The Tarnished Halls (CN, Numeria)

The Wagons of Light (NG, Geb)

The Witchmarket (CN, The First World)


4 people marked this as a favorite.

Thank you! :)

That last one is going to make some folks very happy ...


1 person marked this as a favorite.

THE WITCH MARKET !!! Oh hell ya....


Pathfinder LO Special Edition, Maps, Pathfinder Accessories, PF Special Edition Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Superscriber

How much does a witch cost, anyway? Are familiars extra?

Scarab Sages Developer

7 people marked this as a favorite.

Before someone asks,

Though this is not errata or a faq, the spell venomous promise which lists "Saving Throw yes" (which is true, if perhaps not as helpful as we normally strive to be), would, if I were to complete it, be Saving Throw Will negates (preventing the entire spell from taking effect, separate from any save allowed against the poison if the spell takes effect and is triggered).


Raisse wrote:

Read through this last night and was very disappointed. There's probably not a single thing that I'll use in my games.

Some of the standout disappointments:
1. Black market subsystem: This seems like the sort of thing that belongs in the campaign setting line, not the player companions. These are essentially rules for the GM to incorporate taking up space in the player companion.
2. The pack mule archetype trades away armor training, a bonus feat, and bravery to become.... a nonmagical bag of holding. That can't carry as much. The archetype succeeds at what it tries to do (carry stuff, sometimes secretly), but unless you're playing a game about running drugs across the border, I don't think this will ever be useful.

Things I liked (but probably won't use):
1. Intentionally crafting cursed items. It's cool, and now we know how to do it.
2. Necrografts. Body modification stuff is always cool, though only really appropriate in certain types of games.

Most of the rest of the stuff in the book may be good, but not really my style (alchemist archetype, mechanics for hiding your faith, pesh stuff).

I know you can't please everyone all the time, but it was unfortunate that this book was such a big miss for me. Even though I'm not a big fan of the Occult Adventures material, I found a decent chunk that I liked in Occult Origins. This one just left me searching for the good part, and I never really found it.

I agree completely. I don't think I would have picked this one up if I had just flipped through it at the store, but I'm a subscriber. This is very style specific and much of it is dependent on your GM choosing to use the subsystem. I can't imagine myself using any of it.


Luthorne wrote:
Eric Hinkle wrote:
QuidEst wrote:
Shadow_Charlatan wrote:


Does it mention how those undead are controlled ?

Nope. It does mention that necromancers are just going to assume you've got it covered.
Gee, there's no way that can go wrong. Now we know how the Golarian zombie apocalypse will hit.
No wonder necromancers are judged so harshly with such unsafe business practices!

well in city of strangers theirs the death heads talisman so their is a way to control them just not in this book.


Pathfinder Starfinder Roleplaying Game Subscriber
wabbitking wrote:
Luthorne wrote:
Eric Hinkle wrote:
QuidEst wrote:
Shadow_Charlatan wrote:


Does it mention how those undead are controlled ?

Nope. It does mention that necromancers are just going to assume you've got it covered.
Gee, there's no way that can go wrong. Now we know how the Golarian zombie apocalypse will hit.
No wonder necromancers are judged so harshly with such unsafe business practices!
well in city of strangers theirs the death heads talisman so their is a way to control them just not in this book.

I didn't say there wasn't a way to control them, but if necromancers just assume that you are both aware of the dangers of zombies and that you have your own method of dealing with them, there's bound to be customers for who that isn't true. Thus, it's ethical business practice for a necromancer to go over ways you can control a zombie, the dangers of having a zombie, as well as offering to refer you to various merchants who can provide such methods if you don't already have your own lined up. Or is that smart business practice...

...but more seriously, I was joking. And only slightly pondering a setting with necromancer 'zombie barons' who have an economic stranglehold over much of the country, hated for their unsafe business practices, unethical acquisition of corpses for zombie production (ranging from suspicious deaths, people being pressured into contracts, and just plain graverobbing), and, of course, for being wealthy douches who generally view other humanoids as sources of money and corpses, evenwhile necromantic contamination is creating ecological disasters, plagues sweeping the countryside, and spontaneous undead generation...


Ed Reppert wrote:
How much does a witch cost, anyway? Are familiars extra?

Familiars are a class feature for the witch, so the cost is baked in by default.


So is there anything relating to varying prices/tarifs so you can actually turn a profit while smuggling?

Silver Crusade Contributor

deuxhero wrote:
So is there anything relating to varying prices/tarifs so you can actually turn a profit while smuggling?

Sadly, no.

I'm still hoping to see something like this someday, but we didn't get it here.


Kalindlara wrote:
deuxhero wrote:
So is there anything relating to varying prices/tarifs so you can actually turn a profit while smuggling?

Sadly, no.

I'm still hoping to see something like this someday, but we didn't get it here.

Seems like something that could feasibly be tacked onto the new market rules. Maybe a cumulative percentage base price increase for resale based on market scale and qualities.

Scarab Sages Developer

5 people marked this as a favorite.

I have house rules I use, which basically boil down to "You turn a profit on smuggling efforts equal to the average treasure you should earn from the CR of each encounter created as a result of smuggling, minus the actual treasure you get from those encounters."

Which is a simple way of saying I'm happy to run smuggling adventures, and we'll use it to keep you on the proper wealth by level track.


Hello...:)
What are the Changes on the Sorcerer of Sleep(Bard Archetype)?
And can you give a hint on his flavor?

Please and ThankYou! (^.^)


SamuraiFlamenco wrote:


Hello...:)
What are the Changes on the Sorcerer of Sleep(Bard Archetype)?
And can you give a hint on his flavor?

Please and ThankYou! (^.^)

Sorry I meant Sorcerer Archetype but I can not Edit my Post...(;~;)


Pathfinder Starfinder Roleplaying Game Subscriber
SamuraiFlamenco wrote:
SamuraiFlamenco wrote:


Hello...:)
What are the Changes on the Sorcerer of Sleep(Bard Archetype)?
And can you give a hint on his flavor?

Please and ThankYou! (^.^)

Sorry I meant Sorcerer Archetype but I can not Edit my Post...(;~;)

The Sorcerer of Sleep trades away their bloodline arcana, eschew materials, and their 1st-level bloodline power.

The flavor is that they have trouble using their innate magic and the visions pesh provides is the key to helping them unlock their natural abilities.


Ok, in the spel Contact High, it states that it is a bard 2, skald 3. Is this intentional, or did someone forget that they use the same spell list.

Contributor

3 people marked this as a favorite.
Valantrix1 wrote:
Ok, in the spel Contact High, it states that it is a bard 2, skald 3. Is this intentional, or did someone forget that they use the same spell list.

Ignore the skald listing.


1 person marked this as a favorite.

I noticed that both Black Markets and Heroes of the Streets have a spell "Secret Coffer". The spells are almost identical except:
* the one in HS is sorcerer/wizard 2, witch 2, but the one from BM is sorcerer/wizard 3, witch 3
* the spell from HS requires a 10gp ring, but the one from BM requires a 5gp replica.
Which version is correct?


The duration of evaluator's lens include "or until discharged". There's no way to discharge the spell (e.g., ablative barrier or dimensional bounce).

Sovereign Court

1 person marked this as a favorite.
Owen K. C. Stephens wrote:

I have house rules I use, which basically boil down to "You turn a profit on smuggling efforts equal to the average treasure you should earn from the CR of each encounter created as a result of smuggling, minus the actual treasure you get from those encounters."

Which is a simple way of saying I'm happy to run smuggling adventures, and we'll use it to keep you on the proper wealth by level track.

My rule is have your cookie, but you better watch your fancy gear when you get to the hotel, especially if you display swag like you're begging for it.

Contributor

Scott Romanowski wrote:
The duration of evaluator's lens include "or until discharged". There's no way to discharge the spell (e.g., ablative barrier or dimensional bounce).

That spell got a bit better in development--I think I'd intended that it discharge the spell to detect a magic item's properties. Now, it's another function of the spell. I'd ignore the "or until discharged" part.


Thanks Ron! You wouldn't be able to help with my /secret coffer/ question above too? :-)

Contributor

Scott Romanowski wrote:
Thanks Ron! You wouldn't be able to help with my /secret coffer/ question above too? :-)

Hmm, no. It seems the HS version is just better. I can see how both would exist in game--like in real-life spell design, it's parallel design that comes to similar (but not identical) things from two directions--but the HS version would probably quickly eclipse the BM version where both are available.


Not sure if it was mentioned already, but the Red Silk Route seems to have a Lawful Evil cleric of Calistria. Was he maybe supposed to be chaotic evil?


The memento mori (a necrotoxin) has a frequency of 1 minute, but a duration of 6 rounds (less than a minute). Is it normal(I know that you can extend the duration by giving a new dose of poison, but still...)?


Sorry, wrong book. Memento mori is in agent of evil.


I see it is mentioned that there are Downtime rules for establishing a Black Market, but what about for the Kingdom-Building rules?

For example, one of my players is the Spymaster in the Kingmaker AP I run, and he wants to establish a black market (and Thieves' Guild) in order to have relative control over those fields of business in the sense that he can either change/influence the primary focus of the black market (to prevent any one criminal from building too big a hold over any given type of illegal goods) and use his own Thieves' Guild to keep out the competition from other thieves guild that came from other nations (such as Brevoy, Pitax, etc.).

So rather than getting bogged down in every aspect of the criminal world, can the Downtime rules introduce here be easily adapted to the Kingdom-Building rules for more streamlined and simpler mechanics?

Thanks for any feedback about the Downtime rules introduced in this product and its compatibility with the Kingdom-Building rules from Ultimate Campaign.

Cheers!

CB out.


Pathfinder Adventure, Lost Omens, Rulebook Subscriber

is the Night Blindness spell meant to be a "harmless" spell?


Canadian Bakka wrote:

I see it is mentioned that there are Downtime rules for establishing a Black Market, but what about for the Kingdom-Building rules?

For example, one of my players is the Spymaster in the Kingmaker AP I run, and he wants to establish a black market (and Thieves' Guild) in order to have relative control over those fields of business in the sense that he can either change/influence the primary focus of the black market (to prevent any one criminal from building too big a hold over any given type of illegal goods) and use his own Thieves' Guild to keep out the competition from other thieves guild that came from other nations (such as Brevoy, Pitax, etc.).

So rather than getting bogged down in every aspect of the criminal world, can the Downtime rules introduce here be easily adapted to the Kingdom-Building rules for more streamlined and simpler mechanics?

Thanks for any feedback about the Downtime rules introduced in this product and its compatibility with the Kingdom-Building rules from Ultimate Campaign.

Cheers!

CB out.

Generally, the Downtime and Kingdom rules represent different scales of operations. Downtime is personal, small-region scaled, while the Kingdom rules are more abstracts and cover multiple instances. There is some overlap, but the two are not intended to be used together; the PCs are either operating personally (and use the Downtime rules to build their organizations within a settlement/nation run by NPCs) or they are operating as government officials (and use the Kingdom rules to set policies governing multiple regions and settlements).


I've searched through the posts here, and have done a bit of searching online, but I still need help understanding one of the Bard Archetype: Hoaxer class skills.

At 5th level you gain Curse Crafter (Ex) which replaces Lore Master. If you look up the rules for crafting cursed items found elsewhere in the product you find "Intentionally crafting cursed items requires the same item creation feats and skill checks as does crafting a normal item of that type, but in addition to such requirements, intentionally cursed items require bestow curse or major curse as a spell prerequisites." (emphasis mine)

As a bard, you never gain direct access to *either* of those spells. So my question becomes, does this ability grant the hoaxer the ability to fulfill that requirement innately as part of its design (can cast the spell as if learned, but only in conjunction with crafting an item) mediated by the hoaxer bard level (determining which version of the spell could be used)? Or does it mean that unless you find someway of acquiring those spells, you will never be able to do more than craft the faux magic items(an awesome ability but as the sole recourse not outstanding).

Thank you for your time and assistance with this ^_^

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