"I -AM- THE ONE WHO KNOCKS!"


Advice


So, I'm looking at the list of drugs in Pathfinder, and I've got an idea.

What would the best classes be, for a drug dealing adventuring party? Some sort of caster class for actually making the product or perhaps hiding it from the law(can't find the kilos when they're in another dimension, after all), you'd need some Fighters or Gunslingers as enforcers, in case things go wrong, maybe the Rogue to run the stuff through the streets and cities, the Bard as the salesman or the face of the new criminal superpower.

What am I missing? Also, I'd so run this game.


Drugs are small time. You should have a party of major players in the Soul Trade.


Let those fools take everybody's attention.

Me, I just want what's coming to me.


I'd say Druid or Alchemist, depending on how 'hippy' your product is. Rogue to do the actual dealing/ underworld contacts and a couple of goons for muscle.


Oh Lawd. Definitely want a bluff build, a muscle build, someone with extensive knowledge local and a guy with perception as a look-out. A magic guy to counter divination type stuff and to hide stashes as you said. Someone with diplomacy and charm abilities to handle bribes etc.

Oh and someone with a LOT of prestidigation type stuff to handle cleanup if things go south.

Do you want a cleric to handle ODs as well?

Scarab Sages

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Huh... Interesting.

You'd want someone who's good with herbs, considering that you'd probably need some actual material components to give to the Wizard or Cleric of a deity that would approve of this. A Druid or Ranger would work well; in fact, a Druid could possibly even be the one making the drug as well.

The more I think about it, the more I think the Druid would be the best suited to helping a group like this out, actually, or a Wizard who can talk to animals. Or a gnome. Anyway, a Druid could use common animals (especially vermin, like rats, not to mention pigeons) as spies and lookouts. Simple instructions could range from "Tell me if you see anyone enter this building" to "Make loud noises if anyone walks out with boxes." The druid could also gather any herbs needed to make the drugs, could possibly make them, and would probably have enough control over animals in the region to make them serve as cheap thugs for the organization. Hell, just imagine if anyone who crossed your organization suddenly had plagues of rats, spiders, and termites infecting their homes...

In a similar vein, isn't there a Piper archetype for the Bard, or something of that nature? A bard that controls vermin? That could work similarly.

Scarab Sages

Oh - If I were to play in this game (and I am tempted to ask if you're running this online), I'd totally want to play a Rogue/Wizard or something of the sort. Actually, there's a homebrew class that mixes the Rogue and Magus that I'd REALLY love to use. Rogue skills + some small magic, including Invisiblity, and a focus on melee combat would be interesting for a game like this.


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This really sounds like you want mostly rogues in the organization.

This sort of business is no different from a legitimate profession, except you have to be able to escape the law, and eliminate the competition. Think of these characters as professional businessmen first, and classes second. Rogue pretty much sells itself, skills will be the backbone here. The exception would be the boss, (unless that's also the chemist), then you want something that can stack a huge leadership score.

chemist (craft:poison) (knowledge:nature)
wholesaler (knowledge:local) (diplomacy)
smuggler (knowledge: engineering) (sleight of hand) (diplomacy)
transporter (ride/drive) (diplomacy)
corner dealer (knowledge:local) (profession:dealer) (intimidate) (sleight of hand)
party dealer (knowledge: nobility) (prof: dealer) (diplomacy) (sleight of hand)

And of course everybody needs stealth and perception.

I guess the question becomes, would you run this as an exercise in actually profiting from the day-to-day of the business, or would the business just be an adventure backdrop?

If it's the latter, then the PC's could basically be anything.


I'm a little bit intrigued as well if its play-by-post. Haven't tried one yet.


aboniks wrote:

This really sounds like you want mostly rogues in the organization.

This sort of business is no different from a legitimate profession, except you have to be able to escape the law, and eliminate the competition. Think of these characters as professional businessmen first, and classes second. Rogue pretty much sells itself, skills will be the backbone here. The exception would be the boss, (unless that's also the chemist), then you want something that can stack a huge leadership score.

chemist (craft:poison) (knowledge:nature)
wholesaler (knowledge:local) (diplomacy)
smuggler (knowledge: engineering) (sleight of hand) (diplomacy)
transporter (ride/drive) (diplomacy)
corner dealer (knowledge:local) (profession:dealer) (intimidate) (sleight of hand)
party dealer (knowledge: nobility) (prof: dealer) (diplomacy) (sleight of hand)

And of course everybody needs stealth and perception.

I guess the question becomes, would you run this as an exercise in actually profiting from the day-to-day of the business, or would the business just be an adventure backdrop?

If it's the latter, then the PC's could basically be anything.

I really like the way you think here, and I think it could be either or, honestly. Just a fun urban game about cutting out your own sliver of survival? That's great.

Alternatively, this being a fantasy land, and you needing to travel around into dank caves or having to cut deals with ruthless bandits or what have you, or doing 'charity' work to improve your reputation with the people you're selling to, that could be a great adventuring backdrop, although there you're getting into like a Goodfellas Mafioso kind of deal, which is also attractive.

And honestly, as much as I'd love to run this game, I'm way too lazy. I know me, I'd lose steam before the first session ended.


Also, sorry for the double-post, but these ideas of ours are what I always want to see when people say "Evil Campaign", and I'm always disappointed when it's the typical chaotic slaughter affair.

Grand Lodge

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Nobody makes drugs better, and faster, than the Alchemist.

Drugs function as poison, which mean the Alchemist can eventually alter the effects of drugs, and increase the addiction DC.


So the Alchemist would be an important part of the Party, unless the DM wanted to just NPC him.


blackbloodtroll wrote:

Nobody makes drugs better, and faster, than the Alchemist.

Drugs function as poison, which mean the Alchemist can eventually alter the effects of drugs, and increase the addiction DC.

Make that super meth with a 40 DC to not get addicted. I like the way you think.

Scarab Sages

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The one time I had serious fun playing an evil campaign was when my group drew HEAVY inspiration from the Dungeon Keeper setting. We were all minions of a bodiless, almighty evil overlord that would invade our minds and demand we serve. Very fun stuff. I was the only player using a standard race; everyone else was a monster.


Oh my god, I loved Dungeon Keeper! I remember only one time I actually found that red guy who they advertised on the box, and I wish I didn't. He was out of control, and I didn't find him in a combat situation, so he was as far from a benefit as any monster could possibly be in that game.


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horny usually winds up on your chicken farm ^^ always make the chicken farm your dungeon entrance =D


Oooooh, that's great advice. I shoulda tried that.


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MattR1986 wrote:
Do you want a cleric to handle ODs as well?

Also, what are we, unicef? Some lightweight twinkletoes can't handle himself and somehow it's our problem?

I mean, if this is major clientele here I see how that could be problematic, and that's why we'd want to start donating gold to the local hospitals and healing temples or wherever.

Also, we'd probably want to refine our product, start tweaking it with the help of some good reliable magic people, and make sure this stuff doesn't create that kind of problem for us in the first place.

Scarab Sages

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Also, Alchemists are good at blowing things up. Yay, Science!


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The Chemist: Alchemist. Faster (creation), Better (high), Stronger (chance of addiction).

The Pusher: Witch. Definitely a Witch.

The Enforcer: Can be any martial class really, but my preferred would be the Barbarian. Higher Fort save so he has less of a chance to accidentally get addicted from "accidental" use, you know? Also works well with Monk, since drugs are poisons. Could always use two Enforcers anyway.

The rest of the positions can easily be filled with hired or Leadership'd NPCs.

Smuggling requires a whole crew of people to pull off, so maybe something like an Urban Ranger ("I know this city like the back of my hand. They'll never catch me.") Cohort leading a crew of hired level 1 Rogues and such.

Distribution will probably require a much larger organization in which case you'll need to ally with the local Thieves' Guild or a less than savory aristocrat, or start small and build from there.


OD? Amatuer hour, I say!

If your chemist can't brew up a potion of Hallucinatory Healing, he's just a dilettante.

Don't forget, these are magic drugs we're talking about. Overdose is thing of the past when you can hit a batch of PCP with CLW.


Any party could use a healer for post-turf war brawls and ya if one of your clientelle starts to OD from your product and someone needs to call "The Doctor" before this death draws serious attention to the organization.


This is all completely fantastic. I'm loving it.

Rynjin, you mean ally with the Thieves Guild at first, right? Before we put them out of business and take over operations.


Vamptastic wrote:

This is all completely fantastic. I'm loving it.

Rynjin, you mean ally with the Thieves Guild at first, right? Before we put them out of business and take over operations.

Absotively.

MattR1986 wrote:
Any party could use a healer for post-turf war brawls and ya if one of your clientelle starts to OD from your product and someone needs to call "The Doctor" before this death draws serious attention to the organization.

Alchemist's gotcha covered with CLW and such.


For the smuggler with the engineering skills, I was imagining her as the one who builds the false compartments into wagons and boats to actually hide the stuff in transit. Once your party is really expanding operations and has more access to magic, things like the glove compartment of holding become a more viable option.

Actually moving it might be a job for less mechanically skilled Transporter types. Don't want to run the risk of losing someone highly skilled just to get the stuff from point A to point B.

Leadership later on could come into play when you start recruiting corner-boys from the low-rankers of defeated rival operations.

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