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

Note: This product is part of the Pathfinder Player Companion Subscription.

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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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patternscribe wrote:

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 ^_^

The general rule is that if something doesn't say it grants an ability, it doesn't grant that ability.

In the case of spell pre-requisites, Bards can try Use Magic Device (a skill they can be pretty good with) on scrolls or wands to provide the spell, or collaborate with a spellcaster who does have access to the needed spells (as mentioned in general for crafting normal items).


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Any crafter can add +5 to the DC for every missing spell prerequisite. You're not prevented from trying if you can't cast all the "required" spells.


Paizo Superscriber; Pathfinder Companion, Pathfinder Accessories, Starfinder Accessories, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

I've never liked that rule. It just negates the requirement to use magic to create magic items. Makes no sense to me, save as a sop to players who want things to be easy.

Dark Archive

Ed Reppert wrote:
I've never liked that rule. It just negates the requirement to use magic to create magic items. Makes no sense to me, save as a sop to players who want things to be easy.

I absolutely agree.

With buying or crafting magic items that give you +X on spellcraft, everyone can craft any wondrous item without a chance for failure.

That and the fact that you can make what you can use best for half-price, have ruined the wonder of finding magical items.

I consider the magic item creation rules "broken" and either switch to "automatic bonus progression" or don´t allow the rules at all nowadays.


Does the ring from the Talisman of Scrying count against other rings worn ?

can more than one Talisman be linked to the same ring ?

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