Barter

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Epic Path \ Skills \


  • Ability Score Used: Wisdom
  • Usable Untrained? Yes
  • Armor Check Penalty Applies? No

Barter is the ability to accurately estimate the value of an item, and either buy or sell it to a merchant. Unlike diplomacy, this is the art of haggling, rather than charming or establishing long-term relationships.


A DC 20 Appraise check determines the value of a common item. If you succeed by 5 or more, you also determine if the item has magic properties, although this success does not grant knowledge of the magic item's abilities. If you fail the check by less than 5, you determine the price of that item to within 20% of its actual value. If you fail this check by 5 or more, the price is wildly inaccurate, subject to GM discretion. Particularly rare or exotic items might increase the DC of this check by 5 or more.

You can also use this check to determine the most valuable item visible in a treasure hoard. The DC of this check is generally 20 but can increase to as high as 30 for a particularly large hoard.

Action Required:

Standard action

DC of Check:

20

Modifiers to Check

Particularly rare or exotic items might increase the DC of this check by 5 or more.

Take 10? / Take 20?

{{{Take10-Take20}}}

Allows Assists?

{{{Assist}}}

Results of Success

{{{Success}}}

Consequences of Failure

If you fail by less than 5, you determine the price of that item to within 20% of its actual value. If you fail this check by 5 or more, the price is wildly inaccurate, subject to GM discretion.

Retry Allowed?

No, since you have no reason to believe you are wrong.

Provokes AOO?

Yes


Bargaining is a classic part of the role-playing experience, and players are encouraged to try to squeeze the best prices they can manage from the local merchants. The mechanism for this has been simplified to keep it quick, so the other players don't get bored waiting for the bard to finish his shopping.

Bargaining may only be performed by one PC, and the 'aid another' action may not be used to boost the PC's barter skill. However, the bargaining PC doesn't need to be the PC who wants to buy (or sell) the item in question. Sending in the charming Sorcerer to negotiate the entire party's purchases is just a good idea, and the shopkeepers quite enjoy hanging around such charming people. Leave your barbarian at home.

Players may elect to bargain for each individual item they wish to buy or sell, or they may bundle them all together for a single bargaining check, as they wish. There are no bonuses or penalties for doing this.

Action Required:

5 minutes to an hour

DC of Check:

The DC of the barter check made by a player seeking to buy or sell an item to a magic shop is based on the size of the town or village in which she is shopping.

Players may always elect to skip the barter check, and accept a 50% sell value for their items, or buy items for 100% of the merchant's sale price. Note that this is exactly like failing the check to the maximum extent, so really, rolling is encouraged.

Selling an item to a merchant:
  • Starting value the merchant will pay for the item is 55% of the item's full value, if you are making a barter roll to negotiate.
  • +1% per 1 point over the Merchant's Barter DC, Maximum 75% of item value.
  • -1% per 1 point under Merchant's Barter DC, Minimum 50% of item value.
Buying an item from a merchant
  • Starting value the merchant will sell the item for is 95% of the item's value, if you are making a barter roll to negotiate.
  • -1% per 1 point over the Merchant's Barter DC, minimum 80% of the item value.
  • +1% per 1 point under the Merchant's Barter DC, maximum 100% of the item value.
Modifiers to Check

Collector NPC's: The GM can define a few NPCs as collectors, traders, or antiquarians interested in unusual items PCs collect after their adventures. If the PCs establish an amiable relationship with these collectors over time, the GM can reduce the base Undercut Percentage to 1% or even 0%, especially if the PCs' offerings cater to the NPCs' interests. Likewise, PCs may develop bad blood with one or more buyers; such buyers' Undercut Percentage may rise to 5% or higher, or the buyers may refuse to bargain with the PCs at all.

Flooding the Market: When PCs attempt to sell multiples of a durable good, the GM may lower the offered prices by 10% or more to reflect market saturation in that location. For example, a border town patrolled by guards with crossbows can always use more +1 bolts, but has limited use for a wagon-load of masterwork spiked chains, so the Initial and Final Offers for the spiked chains would be 10% lower.

Trade Goods: Trade goods are exempt from bargaining, even in extraordinary circumstances.

Using Magic During Negotiations: An unscrupulous character may use magic to charm or dupe buyers into accepting inflated prices. Something as simple as charm person can alter the Barter and Sense Motive DCs by 5 in the spellcaster's favor for an entire negotiation, and a specific suggestion can alter the result on a single roll by 10 in the caster's favor. If the buyer later realizes that magic influenced the negotiation, she may refuse to deal with the spellcaster and attempt to get her money back, or even report the spellcaster to the local authorities.

Take 10? / Take 20?

{{{Take10-Take20}}}

Allows Assists?

{{{Assist}}}

Results of Success

{{{Success}}}

Consequences of Failure

A failed check means the PC pays (or buys at) the normal amount for the item. A PC selling an item to a merchant gets half the item's value, while a PC buying from a merchant must pay full value for an item.

Retry Allowed?

You must wait 24 hours to retry bargaining with the same merchant.

Provokes AOO?

Yes


Action Required:
DC of Check:
Modifiers to Check
Take 10? / Take 20?

{{{Take10-Take20}}}

Allows Assists?

{{{Assist}}}

Results of Success

{{{Success}}}

Consequences of Failure
Retry Allowed?
Provokes AOO?