Stinking Rich


Advice


I have heard that using the Feat Leadership is a good way to become stinking rich, please can i get some advice on how to use this feat to become "Stinking Rich"


Cohort and Followers making money for you. This can be through many different methods.

If you need more advice I will be back later today.


For an endless money scheme (although as any of the kind, applying logic and supply-demand based economics would end it), you should look at the Rod of Wonder.

The rod of wonder costs 12.000 gp. It has a 3 % chance of creating 10-40 gems worth 1 gp a piece (average 25 gp).
If the rod is used each round all day, the average output is 10.800 gold per day. In itself this is probably more than you can earn by adventuring.

But if you want to be stinking rich, we have to take it up a notch. We need people working the rod, and someone picking up the gems. My calculation took the easy way of spending 800 gp to the workers per day, so the profit of the rod is a straight 10.000 gp per day.

If we invest the money in new rods of wonder, each day we got 12.000 or more, increasing the daily income exponentially, as the number of rods increase for each day, we get rich fast.
After two weeks, the daily income is about 30.000.000 gp.


Had players take an item crafter specialist it can cause a lot of extra wealth. They get there own personal spellmart making items for them at cost without the downtime affecting the players characters much. It also has a secondary income source if they set up their own magic item shop, selling looted gear to it at higher prices.

Things like this mostly, a lax DM like me who just understands high level play is silly anyway and lets them do whatever helps.

Sovereign Court

Well, you can always give them levels of Noble Scion...


Hi everyone and thanks for the advice in order of post ill reply,

The rod thing i dont think i will get away with. And probably rightly so i think, though i do like the cunning of it.

I do plan on my cohort taking all the crafting feats, and leaving him behind to do all our crafting, hence saving alot of time and money. i will take him on some adventures to get xp for him. If we do set up a shop how would i go about calculating what items may have been sold over x amount of time? i think this line of thinking may be bought by my DM tho so please keep it coming.

I cannot find Noble Scion in the general books, where can i find this, and can you give me a brief desciption.

Many thanks all.


i found the noble scion though i dont understand how that can help me make gold?


The cohort/followers just need to make Profession/Craft Checks. Even a survival check could be argued to be able to make money (hunters and guides)

Every NPC probably has one. At least if the GM is realistic in his NPC builds.

Profession: Soldier can be used as guards.
Profession: Merchant... well that one is kinda obvious...
Profession: Banker... okay this is a joke one for the most part.
Profession: Sailor can be used to represent sailors who transport goods.
Profession: Tailor all clothes were tailored to the individual back the Especially high end clothing.
Profession: Farmer... because everyone back in medieval times had a farm... even the blacksmith and tailor...
Craft: Blacksmithing... every town needs 1+ blacksmiths
Craft: Woodworking/Profession: Carpentry as every town needs a woodworker/carpenter.

The list goes on. Especially with a creative GM.

Sovereign Court

djtezlee wrote:
i found the noble scion though i dont understand how that can help me make gold?

It's a PrC from Paths of Prestige (check the SRD in ~a week). Each time you gain a level of Noble Scion, you gain gold equal to 750 times your class level. I believe that 6 is the earliest level you can take it at. So, with a high enough leadership score, you can have a cohort and up to two followers with that PrC. It's nothing game-breaking (actually, the best way to spend that gold is probably to outfit your cohort), but it's a little extra on the side.


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You make money when the GM forgets to ensure you are actually paying for the followers upkeep. Where are you keeping all these followers? Do they eat? How much equipment do you need to buy them? Who are you paying to manage the finances dutring your extended absence? Did you pay the taxes on all these earnings? Guild dues? Who's paying for all these Profession Checks? If someone else is paying, why is the followe rhanding you their income again?

When the cohort shows up, you need to start buying it a lot of gear, and thats going to start adding up. A 'literal' GM will inisist you equip them, and remind you that 'followers' are NPC class, as opposed to your Cohort than can be any.

Your Cohort also has to adventure to gain XP, so there's no leaving him behind to build your loot, unless you don't intend they progress past a certain point.


we are playing skull and shackles and have taken the mount. therefore we have land keep rooms everything at our disposal for creating a little prairy. I intend on using this area for my base and generating money from there. So lets say all the followers and cohort do thier craft check of dedicated work, should i be paying the hire costs for these people although they have technically chosen to be my underlings, i am creating a nethys shrine and community, and they choose to be thiere closer to thier faith, therefore i dont think they need to be paid they are really free labour, for the greater good of thier god. of course they get anything they really need as i am generous, so what do you think calcualtions would be... also as i am a wizard what do you think the best way for me to gain more points on my leadership score would be. i have a Charisma modifier of +3 at the min something like 14 Charisma now?

Once again let me take time for all your feedback, even the negative as i dont want to spoil our game, tie us down with more charachters and roles. Just to create our empire.


also may i add, that i intend my cohort to have such i high score in spellcraft through, gnome, co-operative construction, natural skill points, crafters fortune and take 10, that not being able to cast the spell is not going to be an issue hence level isnt going to be such an issue.

RPG Superstar 2012 Top 16

Disclaimer: This advice is not about how to get stinking rich using Leadership. If you are dead set on that, ignore the following. It's written to be helpful, not to be a jerk.

I suggest having your cohorts and followers accompany you on daring quests to find monsters and villains, slay them and take their stuff.

Alternatively, having your cohort set up a magic crafting shop back home is a decent idea, although I would recommend you have him craft items help you be better at slaying monsters and villains and taking their stuff, rather than just pump out items to be sold for cash.

If you search these boards, there are several "get rich quick"-schemes out the using various skill and spell exploits to create an endless supply of cash, so you can buy gear far above your recommended wealth level. This, of course either makes the game easier to "beat" or forces your GM to increase the CR of encounters to keep you challenged. And in it's core, Pathfinder is a game that is designed for the purpose of going on adventures and fighting monsters.

If you really want to get "Stinking rich", then I suggest you sit down with your GM and work with him on how to do it. In my experience, working with your GM and saying "I would like to do this...how can we make it work?" is far better than finding a lot of clever rules combinations to beat him over the head with.

If your mindset is "Can i get away with this", IMO, that's asking for trouble. The game should be you, the rest of the group and your GM working together to create the maximum amount of fun for everybody, not a game of Player vs GM.


Hmm I would say try to setup a little community with farms and such... make it self-sufficient and their really is no call for any problems with you profiting. Say you pay 10% of all gold to upkeep costs. This represents the food and goods kept to supply the community with all excess being sold and traded.


Im sure from my other posts you realise i dont want to break the game, but set up an empire i do want to do. Stopping adventuring is out of the question. I just fear that our group does not have access to the gold we need to start making buying the things we desire. My ultimate goal is to make an adamanite golum, which i cannot see us having the gold between us let alone my self to make, so i am trying to make foundatioons now to get that near endless amount of gold needed to do such a thing.

I am very inexperienced in Pathfinder so excuse me if this statement seems poor but seeling treasure for half its market value seems extremely harsh, we dont get enough anyway let alone making us loose half its value.

Please can we get back to appropriate ways to generate gold. The shop thing is a good idea but how can my GM police it and fairly calculate an income from it? as well as generating our gear.


So who purchases the land, bought the buildings, initial capital for establishment etc? How do tehse people toiling away all day for you derive an income for goods and services that your village doesn't provide?

How come the village doesn't pay taxes?

Who lifts the extra load for those followers who don't dedicate their time to agrarian pursuits but instead act as guards, book keepers and the like?

Who defends the place when the Goblins come?


@Shifty: normally I wouldn't say this... but instead of asking this go read up on how Medieval villages operate and then comeback and help us explain it in terms of Pathfinder rules to him.

@djtezlee: Simple the Profession and Craft checks represent standard exchanges with in a time frame. If memory serves it is one check covers a week. There is a formula in that skills entry in the CRB. This can be from travelers stopping off on the island for a rest from the seas, trading ships stopping to trade goods, or even mining.

With you setting up the island as a Kingdom you might talk to your GM about using Kingmaker's kingdom building rules. It isn't perfect but it might help.

Anything I missed?

and did I just suggest mixing things from two APs?

EDIT: the GP earned from Craft/Profession checks is equal to half your result on the roll. So every week it is a d20+(Craft/Profession score)/2=GP earned.

Just total up the number of followers who are trained/assigned to each duty in your village and make one check using the aid another for every additional person assigned.
Making the check: {d20+[(Craft/Profession)+(2*x)]}/2 where x is the total number of villagers assigned to the task minus one. Using the villager with the highest skill level as the one making the check.

RPG Superstar 2012 Top 16

djtezlee wrote:

Im sure from my other posts you realise i dont want to break the game, but set up an empire i do want to do. Stopping adventuring is out of the question. I just fear that our group does not have access to the gold we need to start making buying the things we desire. My ultimate goal is to make an adamanite golum, which i cannot see us having the gold between us let alone my self to make, so i am trying to make foundatioons now to get that near endless amount of gold needed to do such a thing.

I am very inexperienced in Pathfinder so excuse me if this statement seems poor but seeling treasure for half its market value seems extremely harsh, we dont get enough anyway let alone making us loose half its value.

Please can we get back to appropriate ways to generate gold. The shop thing is a good idea but how can my GM police it and fairly calculate an income from it? as well as generating our gear.

If your goal is to set up an empire, I would recommend that you look into the Kingdom building rules from the Kingmaker AP. There is a lot of discussion about them in the Kingmaker forums. Among other things, it has rules for various shops, selling magic items and drawing out cash from your empire to use on gear, special projects etc.

The reason for my post is just to make sure you are aware of the impact adding more gold to your personal wealth has on the game. Encounters and the whole Challenge Rating system is built upon the assumption that a character of a certain level has gear worth a certain amount of gold. If every paladin is running around with a +5 holy avenger at level 4, you will pretty soon find that all the monsters are ridiculously easy to beat. This is especially true if you are playing a published adventure like Skull and Shackles.

Same goes for your desire for an adamantine golem. if you want one to guard your base while you are away, that is ok, but if you bring it along on your adventures, you are going to plow through pretty much any encounter. But again, some people like to play the game that way and that is perfectly fine - just be sure that everyone realizes that is what is going to happen.

Hope it helps.


Yes it does thanks to all of you. Just to iterate, we are going to be around level 20 i guess when the golum is constructed, so is going to be that ground breaking? Besides its going to take like a year to make or something rediculous.

We are level 5 now and already i can see a pattern where i am consuming more and more gold from the party loot, and i dont think it is going to stop, just being wizard compared to our other players is soooo expensive. what am i going to do?

I am sure i need more gold than the others?

May i also add, i had a quick look at the kingmaker AP, and could find the specifics for making a shop then running it, can anyone point me in the right direction please, and or give me brief outline on what needs to be done?


A Wizard's gold dependency is fairly high up until 6th level.
Also someone found out the average someone found was WBL is at a -1 rate for most APs. (I think...)

Plus: I Ninja'd someone! Oh dear, now the world is going to end...

EDIT: I have no clue on the shop. I still am figuring out the Kingdom Rules...


djtezlee wrote:
Yes it does thanks to all of you. Just to iterate, we are going to be around level 20 i guess when the golum is constructed, so is going to be that ground breaking? Besides its going to take like a year to make or something rediculous.

While not that game-breaking, even at lvl 20 a CR 19 Golem should make a difference, especially if there are enemy spellcasters.

Flavourwise I don't think the ultimate goal of building an adamantine golem is fitting for someone building a community around a nethys shrine. I mean, the god of magic, with his disregard of anyone without magical capabilities, combined with the effort of building the rolls royce of anti-magic. A creature so immensely efficient in killing of spellcasters..

djtezlee wrote:

We are level 5 now and already i can see a pattern where i am consuming more and more gold from the party loot, and i dont think it is going to stop, just being wizard compared to our other players is soooo expensive. what am i going to do?

I am sure i need more gold than the others?

I would expect not. A wizard (or most casters for that matter) haven't got many items they need. Sure that are lots of nice-to-have items, but compared to the martial character who can't function efficiently without a magical weapon and magical armor, being a wizard can be cheap.

Of course, a few spells have costly components, the they can be used sparringly if the price is an issue. The wizard luckily have a broad range of choices.


the shrine thing was just something i was toying with for a backstory for taking leadership, the golum just because it is the most extravagant thing to make, and what bette sort of thing to protect magic users than the ultimate anti-magic user....food for thought.

Anyway making gold, any other ideas i checked for get rich in the search function and didnt come up with anything to great!


@HaraldKlak: in APs it depends on what is needed for the party. Wizards usually end up needing scrolls wands and such to deal with an average adventure. Also in APs WBL tends towards the low side. From what I understand S&S has the third lowest WBL for the early levels in which Wizards usually require the aforementioned items.


djtezlee wrote:

the shrine thing was just something i was toying with for a backstory for taking leadership, the golum just because it is the most extravagant thing to make, and what bette sort of thing to protect magic users than the ultimate anti-magic user....food for thought.

Anyway making gold, any other ideas i checked for get rich in the search function and didnt come up with anything to great!

Necromancer Pimp? Sorry... a leftover joke from another forum...

I can't think of anything more than Kingdom Builder rules and Craft/Profession checks... maybe searching for buried booty? Sunken treasure?

OK, I'm out of jokes/ideas.


what is WBL and RAW please?

please could someone spell out the abreviations for me please?


Azaelas Fayth wrote:
@HaraldKlak: in APs it depends on what is needed for the party. Wizards usually end up needing scrolls wands and such to deal with an average adventure. Also in APs WBL tends towards the low side. From what I understand S&S has the third lowest WBL for the early levels in which Wizards usually require the aforementioned items.

In the APs I've played, consumables haven't really taken a toll on the casters wealth. But most often found wands and scrolls is just handed to those who can use them. Even with a longer than 15-min work day, the low level caster get to go for a long time with school/bloodline powers and a crossbow. Although at the end of the day, the martials get to shine when the casters are spent, as it should be.

The only AP that really have had us hard pressed was RotRL, dealing out 3½ TPKs.

The AP treasure levels tend to be a bit low compared to WBL, especially if your characters isn't the types that is dead set on vacuuming every room in the hope of finding loot.


djtezlee wrote:

what is WBL and RAW please?

please could someone spell out the abreviations for me please?

WBL: Wealth By Level

RAW: Rules As Written


HaraldKlak wrote:
Azaelas Fayth wrote:
@HaraldKlak: in APs it depends on what is needed for the party. Wizards usually end up needing scrolls wands and such to deal with an average adventure. Also in APs WBL tends towards the low side. From what I understand S&S has the third lowest WBL for the early levels in which Wizards usually require the aforementioned items.

In the APs I've played, consumables haven't really taken a toll on the casters wealth. But most often found wands and scrolls is just handed to those who can use them. Even with a longer than 15-min work day, the low level caster get to go for a long time with school/bloodline powers and a crossbow. Although at the end of the day, the martials get to shine when the casters are spent, as it should be.

The only AP that really have had us hard pressed was RotRL, dealing out 3½ TPKs.

The AP treasure levels tend to be a bit low compared to WBL, especially if your characters isn't the types that is dead set on vacuuming every room in the hope of finding loot.

Apparently Crimson Throne & Carrion Crown have the worst WBL out of all. But from what I understand S&S up to about level 6-7 have a hard time witness WBL, but it apparently evens out. I have no clue... I cherry pick things from APs to throw into my setting.

And even then I usually change them up into my own homebrew.


illusionist pimp works tho. Simulcra the princesses...


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

Doesn't Ultimate Campaign have rules for putting your followers/cohort to work for you? Just use those rules.

Scarab Sages

Back in 3.5 there was a trick you could do where you:

1) Use lesser planar binding to bind a lantern archon for a day
2) Compel the lantern archon to cast continual flame for a day on a bunch of rocks (or whatever).
3) Sell the product to a city "at cost"(50 gp each) as street lanterns for the town.

The archon might even feel OK about this, since it will reasonably cause a drop in crime.

This worked for three reasons:

1) Continual flame as a spell-like ability doesn't use the expensive material component.
2) Because planar binding is used, the spell effect doesn't end when the archon is dismissed.
3) Cities have deep enough pockets to purchase a hundred or more lanterns, and have an incentive to do so to reduce crime (at least in good neighborhoods).

So my question is: Does this still work?

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