Economics

Treasure hoardAs noted on the Character Creation page, players start with maximum starting wealth for their class.

Selling Treasure: In general, a character can sell common items for half its listed price, including non-masterwork and non-magical weapons, armor, and other gear.

Masterwork and magical items are an exception to the half-price rule. These valuable goods can be exchanged for their full cash value. (Although this is not realistic, it keeps the math easy and prevents players from suffering if they find an item they don’t want.)

Crafting Items: Character created items can be sold for the same price as other items. Creating common items cost half their listed value, whereas masterwork and magical items cost 90% of the retail value to craft. That means that a craftsman could actually sell masterwork and magical items for a small profit.

Buying Items: The availability of items for purchase is based on a settlement’s economy and the buyer’s time and ability to find the item. Each settlement has “base value” listed under the Marketplace section. This serves as the basis for item availability.

Any item worth less half the base value or less can be found in half a day. A Diplomacy DC 10 check reduces this to a quarter day. An item worth up to the base value can be found with a Diplomacy DC 15 check in one day. Every 5 points above 15 decreases the time by half (down to a quarter day). An item worth twice the base value can be found with a Diplomacy DC 20 check in two days. Every 5 points above the base value reduces the time by half (down to a quarter day). An item worth four times the base value can be found with Diplomacy DC 25 check in four days. Each 5 points above the DC reduces the time by one day (down to one day). An item worth eight times the base value can be found with a Diplomacy DC 30 check in one week. Each 5 points above the DC reduces the time by one day (down to two days).

The Diplomacy check is modified by the settlement’s Economy rating. If the character is especially familiar with the town, such as having grown up there, you gain a +2 bonus. The skill check can also be modified by a ranger’s favored terrain, usually urban.

A failed check can be repeated in one week. A failure by 10 or more usually results in some unfortunate event, such as being sold shoddy goods or attracting the wrong attention.

Occasionally, the DM will call for a different skill to be used than Diplomacy depending on the community and/or item sought.

Allies can aid another per the posted house rules but they are assumed to spending the entire indicated duration doing investigation. Similar to the primary character’s skill check, an aid another check failing by 10 or more usually results in an unfortunate event (even if the primary character’s check is successful).

Example: Maggie wants a cloak of the bat: +5 Stealth bonus and flight! F- yeah, she does! It costs 26,000 gp. Magnimar’s base value is 12,800 gp and her Economy rating is +5. The retail value of the cloak is more than twice (but less than 4 times) the city’s base value. Her Diplomacy DC is 25. Assuming she gets a 31 Diplomacy result (roll 19 + 6 skill modifier + 5 Economy), it takes her 3 days to track one down.

Economics

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