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Changeling Soul
2010-11-19, 07:42 AM
I'm DMing a pathfinder game set in the small town of Backwater and one of my players wants to buy a house there, but I couldn't find any information in the rulebook about prices or rules or anything like that. If anyone has any suggestions, I'd much appreciate some help with this...

Angelmaker
2010-11-19, 07:55 AM
I'm DMing a pathfinder game set in the small town of Backwater and one of my players wants to buy a house there, but I couldn't find any information in the rulebook about prices or rules or anything like that. If anyone has any suggestions, I'd much appreciate some help with this...

Multiply the cost of a tavern-based lifestyle by 10 years - that´s the cost for your hase. That´s more or less how it is handled in shadowrun ( or was it x 100 months? ). Which sounds realistic.

Dsurion
2010-11-19, 09:23 AM
The 3.5 SRD has this on owning buildings...

Source:
http://dndsrd.net/wildernessAndEnvironment.html#city-buildings

Simple House
1,000 gp

Grand House
5,000 gp

Mansion
100,000 gp

Tower
50,000 gp

Keep
150,000 gp

Castle
500,000 gp

Huge Castle
1,000,000 gp

Moat with bridge
50,000 gp

But I really don't think a random hovel in a backwater town is seriously going to be that much.

MickJay
2010-11-19, 09:48 AM
It's really up to the GM, the worth of gold in d&d is much, much lower than it ever was in European history; gold coins are supposed to contain about 9 grams of gold (on average, they're twice as heavy as most golden coins that were in wide circulation). During medieval times, 2000 of d&d gold coins could easily get you a decent-sized village with all its fields, forest and peasants to boot, enough to make the man owning it a respected and comfortably living landlord.

If I was the GM, I'd just see what level the PC is, how much gold can he afford to spend without the expense cutting too much into the adventuring gear money, and then just place a "for sale" house worth about as much (depending on the amount of gold, it could be anything between a small, poor house (~500gp ) and a respectable, two-storey building with a couple of servants (~3000-4000gp + salaries).

Grommen
2010-11-19, 12:36 PM
They didn't just kill the evil occupants and then move in tax free?

I don't think I've ever had a player "buy" a house.

Best advice I can give you is this.

If you can't find it, make it up. How much do they have currently, and how much do you think they will gain as an advantage? Honestly owning property is probably a disadvantage because they will have to defend it from time to time. So I would make it on the cheep, cause you can always mess with them down the road.

Now if they were looking into a castle or some type of fortified structure then it gets far more expensive.

hiryuu
2010-11-19, 03:42 PM
Here's what I did for my Sharn campaign; this can surely be modified.

Living in Sharn


Location:
Where you live can be decently important, at least in relation to what district you live in.
1: The Cogs: Goblins form most of the population, and you’re kept up all night by the human neighbors banging on swords or working with metal all night. That’s what you get for living in a construction zone.
2: The Depths: Quiet sewers, otyughs on your lawn….all manner of hazards await you.
3: Lower City: There are quite a lot of people around, and at night, the number hardly decreases.
4: Middle City: You live with most of the city’s middle class.
5: Upper City: If you look up, the sky is obscured by the Skyway, but all around there are well-dressed individuals and relatively friendly shopkeepers….if you have money.
6: Skyway: You look down on the city. Whether you’re sleeping in a high-class attic or have a home of your own, you live high above the riff-raff.

Quarter:
1: Cliffside
2: Tavick’s Landing
3: Northedge
4: Dura
5: Menthis Plateau
6: Central Plateau

Security:
1: Low security; thieves are a constant threat
2: There are guards, and they might help you, for a bit of garnish
3: Average security: the guards listen to you, sometimes
4: A few bribed guards, they know your name
5: Personal bodyguards, Bribed guards
6: You’ve never been robbed, and probably never will

Furnishings:
1: A crate chair, some rags for a bed
2: A continual flame torch for light and an actual bed
3: A bed, a couch, a nice chair, and a rug
4: A couple beds, a mahogany couch, ottoman, copy of a painting
5: Wall to wall carpeting, canopy bed, original art
6: Opulence, unnecessary art objects, more couches than you need

Entertainment & The View:
This covers what you can see from a given window in your place of residence, if you even have a window, and what you might do if you’re bored and feel like going for a walk.
1: Low Class: There’s a brick wall out your window, and it’s a big day when you get to see an arrest. Typically your nightly entertainment involves throwing rocks at cats and spiretop dragons to see if they fight, or antagonizing an otyugh trapped in the sewer.
2: Lower Middle Class: You have a nice view of your neighbor’s roof, and you see a few plays a year form a spot your neighbors know of on the roof. The bard at the local inn knows you by sight.
3: Middle Class: You get in to see about two plays a year from the balcony, but not much closer. You have a marvelous view of your block from the window, and a skycoach might pass by every so often.
4: Upper Middle Class: You get to see a nice play ever year, and you’re a regular part of the city’s nightlife. You might belong to a dining club or get invited to a wine tasting every once in awhile.
5: High Class: You belong to an Upper City dining club, and you regularly go to the skyway for plays and entertainment.
6: Extreme High Class: You have a personal companion and escort, you belong to a skyway dining club, and you regularly attend glamorous operas.

Clothes:
The clothes you wear say a lot about you; this is what your closet regularly stocks. Expensive clothing can't really be sold, after all, no one would be caught dead wearing a noble or royal's outfit made for someone else.
1: Low Class: You have easy access to a peasant’s outfit at any time.
2: Lower Middle Class: A bit dirty and old, but you can get access to an artisan’s outfit or a traveler’s outfit, and some padded armor if you had to.
3: Middle Class: You have easy and quick access to a scholar’s outfit, entertainer’s outfit, and, if you wanted them, a monk’s outfit and cleric’s vestments. You could pick up a suit of leather armor if you were hard-pressed.
4: Upper Middle Class: A courtier’s outfit sit in your closet, and you could get your hands on some chainmail, but not without some trepidation.
5: High Class: You like to dress like people richer than you, and you can afford to. It’s easy for you to get hold of a noble’s outfit, and a royal outfit if you absolutely had to.
6: Extreme High Class: You have a new noble’s outfit every night, and everything that goes with it. Dusty platemail sits in your attic unused.

Total up your lifestyle points and compare them to the chart below.

Lifestyle Modifier: Rent Per Month/Purchase Price
6: 1/150
7-8: 2/300
9-10: 3/400
11-12: 4/500
13-14: 10/1500
15-16: 20/1700
17-20: 30/3000
21-23: 50/5000
24-26: 70/7000
27-29: 100/10000
30-33: 150/15000
34-35: 300/40000
36: 400/50000

Otodetu
2010-11-19, 04:00 PM
Here's what I did for my Sharn campaign; this can surely be modified.

Living in Sharn
wall of text


This is the sort of material that help out.
I salute you.

Changeling Soul
2010-11-20, 06:45 PM
Thanks for your help :smallsmile:

Felhammer
2010-11-20, 06:51 PM
When my players start hinting that they want a house, I generally have some sort of quest whose reward is a much larger/nicer house located in a better area of town than the PCs could realistically afford. The PCs then use their wealth to personalize the house, which I think is money better spent. :smallsmile:

Foryn Gilnith
2010-11-20, 08:43 PM
Cityscape Housing Prices:
1d4*100 gp for a "cheap apartment"
1d4*1000 gp for an "average apartment or cottage"
2d8*1000 gp for a "villa or manor"

Monthly rent is 1% of the total price.