Does anyone know of good ways to get some gold


Advice


I'm just thinking about in downtime are there any ways to make some extra gold.

Also, does anyone know what type of things I could do in downtime apart from just resting to Regain hp


Well, the most common way to gain money in downtime is with a Profession. Any profession is good, you just roll your dice to see how much money you make.

There are plenty of ways to make gold during playtime, or if your master lets you play just with him the downtime. For example, I once made a lot of gold simply by trading. I went to the docks, bought every barrel of -anything- (let's say salt), then went to the city, and sold it to the highest bidder. We even paid a NPC to fake a shortage, so that we could sell a bunch barrels with him yelling "there is no more salt coming from the docs!!!" at a high price, and then sell more barrels a couple hours later.

You could rent a wagon and bring a bunch of resources from the city to small villages, or you could trade between villages.

Once I had a changeling character, and his profession was "Security Expert". I used to go to noble houses, talk with them about some new risk and new ways to improve their security systems.. once I got the job, I improved their security and get paid. Knowing every bit of it, I would be able to sneak in unnoticed (being a changeling also allowed me to shapeshift into one of the many servants or guards I met during the previous visits), and steal the most valuables items they had.

But that's something you would have to roleplay. Since it's a solo action, you could ask your GM to have a short session just the two of you.


My favourite downtime activity: Retraining my HP to maximum.


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Have you ever considered piracy?


earn Magic Capital, max. Crafting Time of Wondrous Items or Magic Arms/Armor and sell crafted products for double the price you paid.


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The best way to make a lot of gold is to find a monster with a lot of treasure and kill and take the treasure.


Downtime is the worst way to get gold. Uptime is your money maker.


Scythia wrote:
Downtime is the worst way to get gold. Uptime is your money maker.

Pretty much. I think you'd want to set up downtime so that you have a passive way of making a living wage but beyond that you're breaking out the detailed Ultimate Campaign rules. If your GM is telling you your next earned level is in Aristocrat ...


'Sani wrote:
Have you ever considered piracy?

You'd make a wonderful Dread Pirate Roberts.

First, talk about it with your DM. It's their job to ensure characters have appropriate wealth by level, and this cuts both ways. Earning extra gold isn't gonna do you any good if your DM decides a thief steals a magical item from you afterwards.

Of course, if your DM doesn't care or rewards creativity...

The easiest way to get rich quick while staying true to the rules is to take a 9th level Wizard with Fabricate and use it to craft art. Buy crafting materials worth 1/3 of the finished item's value, cast the spell with whatever bonuses you can gain to your Craft (Art) skill, then sell it for 1/2 price. That's a 50% increase on your wealth invested per spell, and you can probably do this a few times per day.

Seriously, magic kinda breaks any sort of economy fairly fast. That's why no sane DM will let you earn significant amounts of money without going out on an adventure.


Dominate Person on a few wealthy merchants.


Snowlilly wrote:
Dominate Person on a few wealthy merchants.

Or just pick up every magic item in Ye Olde Magicke Itemme Shoppe before casting Teleport. Stealing from people can get you rich quick, but it's also a great excuse for the DM to get creative in your punishments. Earning it legally is usually less troublesome.


I heard dragons sit on piles of gold.

I mean, you'll have to remove the dragon. Or at least remove the gold without it noticing.

Good luck!


Most of that really isn't "downtime" anyway. If you're Dominating people or stealing from Magic shops, that should be played out - game time, not down time.

RAW: Profession and Crafting checks earn you money per week of work in downtime. It's intended to be little enough not to really affect your WBL and it should stay that way.


Check out ultimate campaign on the PRD


Wonderstell wrote:
My favourite downtime activity: Retraining my HP to maximum.

I assume that you're not talking about Society play.


Honestly, Prof. Löwenzahn's idea is the easiest of them. Simply amass a great deal of Magic Capital and use it up quickly.

Per day, you'll earn 50 gp for every multiple of ten you reach with any of the following skills:
Appraise, Craft, Diplomacy, Heal, Knowledge (arcana, dungeoneering, nature, planes, religion), Linguistics, Profession, Spellcraft, Use Magic Device.


Wonderstell wrote:

Honestly, Prof. Löwenzahn's idea is the easiest of them. Simply amass a great deal of Magic Capital and use it up quickly.

Per day, you'll earn 50 gp for every multiple of ten you reach with any of the following skills:
Appraise, Craft, Diplomacy, Heal, Knowledge (arcana, dungeoneering, nature, planes, religion), Linguistics, Profession, Spellcraft, Use Magic Device.

That's not how earning Capital works.

Gaining Capital

Earning Capital: Many downtime activities, such as doing mundane work with a Craft or Profession skill or gaining the day-to-day profits for running an inn or tavern, allow you to earn capital (see the Earn Capital activity). Earning capital is like using an item crafting feat to create a magic item: You have to put in some work to make the item, but you pay only half the normal price for it. If a downtime activity's description says it generates capital, you can earn that amount of capital by spending the required amount of downtime and gp on it; the gp cost for the capital is half the normal cost, as listed in the Earned Cost column of Table: Capital Values. For example, Influence has an Earned Cost of 15 gp per point, so if you want to socialize in town to generate 3 points of Influence, you must use a day of downtime and spend 45 gp (3 × 15 gp) to earn those 3 points of Influence. Earning capital takes longer, but is much cheaper than just buying it outright. It is easier to keep track of your earned capital if you pay for it as soon as you earn it; otherwise, you also need to track earned capital you don't yet have (because you haven't paid gp for it yet).

You have to spend 50 gold to earn one Magic Capital with a DC 10 check per day. Increasing the DC by +10 allows you to spend more gold and earn more Capital per day.

If you want gold to spend, you're performing a check to earn gp. You divide your check by 10 to give you the amount of gold pieces you earned. If you get a result of 10, for example, you earn 1 gp that day.


Yes, but for each 50gp you spend on Magic Capital, you will be able to earn 100gp for magic items you sell that you crafted using the Magic Capital.


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Crush your enemies, see them driven before you, and hear the lamentations of their bankers.


Mysterious Stranger wrote:
The best way to make a lot of gold is to find a monster with a lot of treasure and kill and take the treasure.

I agree that adventuring tends to much more profitable than a safe/boring job. I already get 8 hours of my mundane job a day and I don't know why anyone would want to focus their fantasy game around more time at a mundane job (I am being somewhat facetious). If there weren't any adventures around then I would travel from town to town asking mayors, guards, folks at the taverns, etc. about troublesome monsters, interesting rumors, and wars.


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FIND 20TH LEVEL CASTY.

SMASH CASTY.

WHILE CASTY AM BUSY COMPLAINING ABOUT HOW UNPOSSIBLE AND UNREALISTIC THAT AM AND HOW THEY HAVE X AND Y SPELLS PREPARED AND CONTINGENCY THAT SHOULD HAVE STOP ATTACK AND ALL THAT, TAKE CASTY STUFF AND FLY OFF.


Preexisting Thread with varying levels of seriousness.

Owner - Gator Games & Hobby

The new Healer's Handbook has a new Druid option that can make a bunch of potions/day for free that you are explicitly allowed to sell...


And there's full pouch, which, if you have eschew materials, costs nothing to cast. Spam with a super-valuable alchemical item (i.e. agression alchemical pheromones, at a "mere" 1,400 gp (compared to a number of 1,500 gp items), or going for broke with blightburn paste, at a ridiculous 5,000 gp per dose) with every spell slot you have of 2nd level or higher, and get mind-bogglingly rich in minutes.
I mean, really, when you could be earning a profit of 4,999 gp every round (the spell is, in fact, a swift action-cast) without a feat investment....
Let me reiterate this. A level 3 wizard, with 14 intelligence, can cast this spell twice a day. Using 1 gp in material components, they reach into their backpack, pull out a hefty lead box, and cast a spell in less than a second. They then take the newly-created item and sell it.... for 5,000 gp. They repeat this, and manage to sell both to a traveling adventuring party for (let's say half price) 2,500 gp each, for a total of 5,000 gp. Earned in twelve seconds. At level three. Remember, PC-LEVEL wealth for level 3 is 3,000 gp. And you just earned 4,998 gp in ONE DAY.

I love full pouch. It's so easy to break.


Daedalus the Dungeon Builder wrote:
And there's full pouch, which, if you have eschew materials, costs nothing to cast. Spam with a super-valuable alchemical item (i.e. agression alchemical pheromones, at a "mere" 1,400 gp (compared to a number of 1,500 gp items), or going for broke with blightburn paste, at a ridiculous 5,000 gp per dose) with every spell slot you have of 2nd level or higher, and get mind-bogglingly rich in minutes.

Well, the spell says this:

Quote:
You cast this spell as you draw out a consumable alchemical item to use.

Which as a GM I would interpret as 'using up', as in throwing it or otherwise consuming it.

Not selling it.


The spell is instantaneous, meaning the item doesn't go away. Ever. It even has the chance to be better than the original item, if your DCs are high enough.
Besides, what if you pull out that item to use it- but something prevents you? Say, somebody is standing next to you with a readied action to use the steal or disarm maneuver as soon as you are about to use an alchemical item. Then, you pull it out to use it, but you can't. And the item doesn't go anywhere. It's nonmagical, after all.

But if that still makes you unhappy, just be a lawbringer aasimar. They get to use continual flame once per day as a SLA, and the going rate for everburning torches is 110 gp. Even at half price, that's still 55 gp a day.


Or, while we're on the subject, the trait power of suggestion.
Step 1: Acquire purse filled with 1,000 copper coins.
Step 2:"Why, yes of course this is a purse full of platinum coins! Why would you ever think they were copper? Anyway, here's your 10,000 gp. Can I have my magic item now?"
Step 3: Succeed at a DC 25 bluff check (as there's a +5 DC modifier if the object is a different color).
Step 4: Purchase a 10,000 gp magic item for 10 gp in copper coins.
Step 5: Run. The lie lasts for 1 minute (if you have teleport, now's the time to use it).
Step 6: Sell your purchased item for 5,000 gp.
Step 7: Repeat as desired.
Step 8: Profit.


That would actually only work so long as the item is in your possession.

The second you hand them over they're going 'HEY--' so you definitely need teleport. And to make sure they give you the item first.


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Jader7777 wrote:

I heard dragons sit on piles of gold.

I mean, you'll have to remove the dragon. Or at least remove the gold without it noticing.

Good luck!

Haha I wish I was that goodXD

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