Money and Merchants: Difference between revisions

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; Settlement Descriptions
:Thorp
A Thorp is a very small permanent settlement, usually clustered around a road or at the end of a trail.  A thorp will have 1-15 houses, often around a single merchant.  A thorp is too small for community defenses or improvements, so each house is individually fortified in hostile areas.
:Hamlet 
A hamlet is a small permanent settlement which has its own street, often lined with 2-4 shops, with houses in a loose cluster around it.  Community improvement might be some graveled walkways, light fences, and some ditches, so each house is individually fortified in hostile areas.
:Village
A village has one or several cross streets, although they are still dirt.  At the various crossroads 2-8 shops are located, with houses clustered around them.  The village is large enough to have several alleyways as well.  Community improvements are limited to gravel footpaths and perhaps a cobbled square between the four largest shops.  Community defenses consist of organized fences and ditches, although most houses are still fortified in hostile areas.
:Small Town.
A small town has a main street and numerous smaller streets, usually very crooked.  Alleys are plentiful. Community improvements are numerous but unorganized. The main streets are cobbled, all else are dirt.  The small town defenses are a sturdy wooden palisade with a ditch which encloses the town. Some houses are still fortified, but some are not.
:Large Town
A large town has a boulevard and several main cross streets, with a web of side streets.  Many alleys are present. Most streets and many alleys are cobbled.  The large town has a large wooden palisade and stone gatehouses. Many houses are still fortified, but many are not.
:Small City
A small city has a boulevard with flagstones, many main avenues, many side streets, and numerous alleyways. All areas are improved at least a little, with even the meanest alleys cobbled.  The city will have a tall wooden palisade with a moat and stone gatehouses, with more vulnerable approaches with sections of stone wall.
:Large City
A large city has many boulevards and streets, all of them fully flagged.  Side streets and alleys are cobbled.  The large city will have a tall stone wall and stone gatehouses.  Many houses are still fortified, mostly in the richest sectors of town.  A large city has many areas, each with its own character, such as a Noble's Quarter and a Thieves Den.
:Metropolis
A metropolis has a vast web of boulevard and streets and alleys, most of them flagged and the remainder cobbled. The metropolis has an outer stone wall and most sections of the city are separated by internal walls that may larger of smaller than the external walls.  A metropolis has a myriad of sections, with several noble areas, several slums, etc.
:Megalopolis
A megalopolis is like unto a nation that is entirely city.  Numerous walls divide a metropolis into numerous areas, but signs of civilization will extend for tens of miles in all directions.  Subsidiary and ancillary cities and settlements often surround a metropolis.


; Population  
; Population  

Revision as of 02:08, 7 September 2013

Go back to Reese's Campaign page.

Currency

Astraldiamonds.jpg
Coin Copper Silver Gold Platinum Astral Diamond
Copper Piece 1 10 100 10,000 1,000,000
Silver Piece 1/10 1 10 1,000 100,000
Gold Piece 1/100 1/10 1 100 10,000
Platinum Piece 1/10,000 1/1,000 1/100 1 100
Astral Diamond 1/1,000,000 1/100,000 1/10,000 1/100 1

In the city of Fane, another unit of currency is the "Share", which is somewhere between 5 and 10 gold pieces in value.


Settlement Sizes

Coins.jpg
Settlement Type Population Base Limit Purchase Limit Coffer Limit # of Magic Shops Merchant DC Spellcasting
Thorp fewer than 60 50gp 500gp 1,000gp likely none 20 1st
Hamlet 61 to 300 200gp 1,000gp 5,000gp likely none 22 2nd
Village 301 to 2,000 1,000gp 5,000gp 15,000gp 1 25 3rd
Small Town 2,001 to 10,000 2,000gp 10,000gp 50,000gp 1d3 27 4th
Large Town 10,001 to 50,000 5,000gp 25,000gp 150,000gp 1d6 30 5th
Small City 50,001 to 300,000 10,000gp 40,000gp 500,000gp 2d4 35 6th
Large City 300,000 to 1,000,000 50,000gp 150,000gp unlimited 3d6 40 7th
Metropolis 1,000,001 to 5,000,000 1,000,000 3,000,000 unlimited 6d6 50 8th
Megalopolis 5,000,001 and up unlimited unlimited unlimited yes 60 9th


Settlement Descriptions
Thorp

A Thorp is a very small permanent settlement, usually clustered around a road or at the end of a trail. A thorp will have 1-15 houses, often around a single merchant. A thorp is too small for community defenses or improvements, so each house is individually fortified in hostile areas.

Hamlet

A hamlet is a small permanent settlement which has its own street, often lined with 2-4 shops, with houses in a loose cluster around it. Community improvement might be some graveled walkways, light fences, and some ditches, so each house is individually fortified in hostile areas.

Village

A village has one or several cross streets, although they are still dirt. At the various crossroads 2-8 shops are located, with houses clustered around them. The village is large enough to have several alleyways as well. Community improvements are limited to gravel footpaths and perhaps a cobbled square between the four largest shops. Community defenses consist of organized fences and ditches, although most houses are still fortified in hostile areas.

Small Town.

A small town has a main street and numerous smaller streets, usually very crooked. Alleys are plentiful. Community improvements are numerous but unorganized. The main streets are cobbled, all else are dirt. The small town defenses are a sturdy wooden palisade with a ditch which encloses the town. Some houses are still fortified, but some are not.

Large Town

A large town has a boulevard and several main cross streets, with a web of side streets. Many alleys are present. Most streets and many alleys are cobbled. The large town has a large wooden palisade and stone gatehouses. Many houses are still fortified, but many are not.

Small City

A small city has a boulevard with flagstones, many main avenues, many side streets, and numerous alleyways. All areas are improved at least a little, with even the meanest alleys cobbled. The city will have a tall wooden palisade with a moat and stone gatehouses, with more vulnerable approaches with sections of stone wall.

Large City

A large city has many boulevards and streets, all of them fully flagged. Side streets and alleys are cobbled. The large city will have a tall stone wall and stone gatehouses. Many houses are still fortified, mostly in the richest sectors of town. A large city has many areas, each with its own character, such as a Noble's Quarter and a Thieves Den.

Metropolis

A metropolis has a vast web of boulevard and streets and alleys, most of them flagged and the remainder cobbled. The metropolis has an outer stone wall and most sections of the city are separated by internal walls that may larger of smaller than the external walls. A metropolis has a myriad of sections, with several noble areas, several slums, etc.

Megalopolis

A megalopolis is like unto a nation that is entirely city. Numerous walls divide a metropolis into numerous areas, but signs of civilization will extend for tens of miles in all directions. Subsidiary and ancillary cities and settlements often surround a metropolis.

Population

This number represents the settlement's population. Note that the exact number is flexible; a settlement's actual population can swell on market days or dwindle during winter—this number lists the average population of the settlement. This flux in population size is more evident in smaller settlements, but even very large cities may experience changes. For example, a summer festival may bring thousands of fair-goers, merchants, and schemers to large town or small city, significantly raising the population for a season. On a larger scale, a yearly pilgrimage for a major religion may bring many thousands or even millions of extra people to a megalopolis. Note that this number is generally used for little more than flavor—since actual population totals fluctuate, it's pointless to tether rules to this number.


Base Value

This section lists the community's base value for available magic items in gp (see Table: Available Magic Items). There is a 75% chance that any item of this value or lower can be found for sale in the community with little effort. If an item is not available, a new check to determine if the item has become available can be made in 1 week.


Purchase Limit

A settlement's purchase limit is the most money a shop in the settlement can spend to purchase any single item from the PCs. If the PCs wish to sell an item worth more than a settlement's purchase limit, they'll either need to settle for a lower price, travel to a larger city, or (with the GM's permission) search for a specific buyer in the city with deeper pockets. A settlement's type sets its purchase limit.


Coffer Limit

A settlement's coffer limit is the maximum amount of money the entire settlement can scrape together to buy things from the players in a single month. Sometimes it may take days to gather all this money in one place (mainly in smaller towns/villages). Townsfolk who spend every loose gold piece like this will probably travel to a bigger town to sell the newly acquired loot at a profit, so they can pay everyone back.


Number of Magic Shops

This is the approximate number of shops that sell magic items at each settlement type. Note that 90% of the stuff in these shops will be spell components, holy symbols, fake love potions, etc. Only a small portion of the shop deals in the kind of gear an adventurer would seek out. Of course, in a metropolis or other massive population center, there will be whole shops catering specifically to shoppers seeking magic toe rings.


Merchant DC

This is the DC of the diplomacy check made by the players seeking to buy or sell an item to a magic shop. Players may always elect to skip the diplomacy 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, you should just roll the die.

Selling an item to a merchant:
  • Base value the merchant will pay for the item is 55% of the item’s full value.
  • +1% per 1 point over the Merchant’s Diplomacy DC, Maximum 80% of item value.
  • -1% per 1 point under Merchant’s Diplomacy DC, Minimum 50% of item value.
Buying an item from a merchant
  • Base value the merchant will sell the item for is 90% of the item’s value.
  • -1% per 1 point over the Merchant’s Diplomacy DC, minimum 80% of the item value.
  • +1% per 1 point under the Merchant’s Diplomacy DC, maximum 100% of the item value.


Spellcasting

This is the maximum spell level of any casters in the settlement. This can be used to determine whether anyone in the settlement is capable of making a custom magic item or potion.


Link to d20pfsrd Settlements Page.


Having an Item Crafted

The player must provide the materials to create the item. The cost of these materials is subtracted from the base cost of the item, and then a diplomacy check is made against the appropriate merchant DC.

As per the base pathfinder rules: http://www.d20pfsrd.com/magic-items/magic-weapons

A magic weapon is enhanced to strike more accurately and deliver more damage. Magic weapons have three types of improvements that may be applied to them:


Enhancements

Magical enhancements range from +1 to +9. As a firm rule of thumb, the maximum enhancement a weapon may have is equal to one quarter of the campaign level, round up. Thus, +1 weapons are possible at levels 1 to 4, +2 at 5 to 8, +3 at 9 to 12, +4 at 12 to 16, +5 at 17 to 20, +6 at 21 to 24, +7 at 25 to 28, +8 at 29 to 32, and +9 weapons at 33 to 35. At level 36 and higher all restrictions are lifted, and a weapon may be enchanted in any way the characters can afford.


Properties

Magical weapon properties are additional effects a weapon grants or performs on top of the normal functionality of a mundane version of that weapon. The limit to the total value of all weapon properties that may be added to a weapon is the same as the limit for weapon enhancements: One quarter of the campaign level, rounded up. Thus, +1 weapon properties are possible at levels 1 to 4, +2 at 5 to 8, +3 at 9 to 12, +4 at 12 to 16, +5 at 17 to 20, +6 at 21 to 24, +7 at 25 to 28, +8 at 29 to 32, and +9 weapon properties at 33 to 35. At level 36, all restrictions are lifted, and a weapon may be enchanted in any way the characters can afford.


Materials

Mundane weapons are assumed to be made of good quality steel, similar to historical Damascus or Wootz. Cheap weapons made of crude iron, bronze, or bone are also possible. More expensive weapons of fantastic materials are possible as well, such as the classic mithral and adamantium. Many GM's have special materials available. In all cases, only ONE material may be used in the construction of a single weapon.


General rules

Weapons with enhancement bonuses apply these bonuses to both attack and damage rolls when used in combat, on all attacks made. As a result, at higher levels enhancement bonuses may be used multiple times per round. All magic weapons are also masterwork weapons, but their masterwork bonuses on attack rolls do not stack with their enhancement bonuses on attack rolls.


As an optional rule, a weapon may be enchanted in such as way as to 'trade' some of the enhancement bonus for weapon properties, and vice versa. You may trade two points of either enhancement bonus or weapon properties to gain one point in the other type of improvement. This will allow +9 weapons to be available as low as level 29. Magic weapons must always have a minimum of a +1 enhancement. The maximum number of weapon properties before Apotheosis is 13 at level 33+. The maximum weapon enhancement is hard-capped at +9 before Apotheosis. Sorry all you power gamers out there.


Weapons come in two basic categories: melee and ranged. Some of the weapons listed as melee weapons can also be used as ranged weapons. In this case, their enhancement bonuses apply to both melee and ranged attacks.

Weapon properties count as additional bonuses for determining the market value of the item, but do not modify attack or damage bonuses (except where specifically noted). A single weapon cannot have a modified bonus (enhancement bonus plus weapon properties, including those from character abilities and spells) higher than half the campaign level, rounded up. Thus, total +2 weapons are possible at levels 1 to 4, +4 at 5 to 8, +6 at 9 to 12, +8 at 12 to 16, +10 at 17 to 20, +12 at 21 to 24, +14 at 25 to 28, +16 at 29 to 32, and +18 at 33 to 35. At level 36 and higher all restrictions are lifted, and a weapon may be enchanted in any way the characters can afford.

A weapon with a weapon property must always have at least a +1 enhancement bonus.

Weapons cannot possess the same weapon property more than once.


Caster Level Required To Make Weapons

The caster level required to make a weapon with a weapon property is given in the item description. For a weapon with only an enhancement bonus and no other abilities, the caster level required to make the weapon is three times the enhancement bonus. Thus, it requires a third level caster to make a +1 weapon, sixth level to make a +2, etc. If a weapon has both an enhancement bonus and a special ability, the higher of the two caster level requirements must be met.


Additional Damage Dice

Some magic weapons deal additional dice of damage. Unlike other modifiers to damage, additional dice of damage are considered bonuses and are not multiplied when the attacker scores a critical hit.


Additional Base Damage Dice

Some magic weapons gain improved or additional base damage dice. These dice improve with level as normal base damage dice do, and are also multiplied when the attacker scores a critical hit.


Ranged Weapons and Ammunition

The enhancement bonus from a ranged weapon does not stack with the enhancement bonus from ammunition. Only the higher of the two enhancement bonuses applies. Ammunition fired from a projectile weapon with an enhancement bonus of +1 or higher is treated as a magic weapon for the purpose of overcoming damage reduction. Similarly, ammunition fired from a projectile weapon with an alignment gains the alignment of that projectile weapon. Weapon properties of a ranged weapon do stack with weapon properties of ammunition, assuming there is a minimum +1 enhancement on the ammunition. As always, no weapon may ever have the same property twice. If ammunition and a ranged weapon have the same weapon properties, only count the property once.


Magic Ammunition and Breakage

When a magic arrow, crossbow bolt, or sling bullet misses its target, there is a 50% chance it breaks or is otherwise rendered useless. A magic arrow, bolt, or bullet that successfully hits a target is automatically destroyed after it delivers its damage.


Light Generation

Fully 30% of randomly generated magic weapons shed light equivalent to a light spell. These glowing weapons are quite obviously magical. Such a weapon can't be concealed when drawn, nor can its light be shut off. Some of the specific weapons detailed below always or never glow, as defined in their descriptions. If a weapon is specially crafted for hire, whether or not it gives off light is chosen by the player.


Hardness and Hit Points

Each +1 of a magic weapon’s enhancement bonus adds +2 to its hardness and +10 to its hit points. See also Table: Common Armor, Weapon, and Shield Hardness and Hit Points. Weapon properties usually have no effect on hardness or hitpoints. Special materials almost always have an effect on a weapon's hardness and hitpoints.


Activation

Usually a character benefits from a magic weapon in the same way a character benefits from a mundane weapon—by wielding (attacking with) it. If a weapon has a weapon property that the user needs to activate, then the user usually needs to utter a command word (a standard action). A character can activate the special abilities of 50 pieces of ammunition at the same time, assuming each piece has identical abilities.


Magic Weapons and Critical Hits

Some weapon properties and some specific weapons have an extra effect on a critical hit. This special effect also functions against creatures not normally subject to critical hits. In such instances, on a successful critical roll, apply the special effect, but do not multiply the weapon's regular damage.


Weapons for Unusually Sized Creatures

The cost of weapons for creatures who are neither Small nor Medium varies (see Equipment). The cost of the masterwork quality and any magical enhancement remains the same.