PDA

View Full Version : Proving there's nothing money can't buy [3.5 Base Class Peach]



Owrtho
2012-09-10, 05:45 PM
This class was initially started for Base Class Challenge XIII - On a Whim (http://www.giantitp.com/forums/showthread.php?t=250826). However, due to getting busy with other things, I didn't manage to finish it in time for the deadline, so I decided to give it a thread of its own while I completed it.
Also would like to thank Merchant and kanachi who provided peaching and suggestions in the Base Class Challenge chat thread.

At present, some updates from the contest version:
Pocket change may be retrieved.
Throw it Around even level.
Disguise added to skill list.
Small change back to it's old form of not requiring you're unarmed.
Many more techniques, and one removed (specifically the one made redundant by the above change).



Squillionaire

http://th06.deviantart.net/fs7/PRE/i/2005/228/b/6/Bribery_by_zarand.jpg

If there's one thing life has taught me, there's no problem that can't be solved through sufficient application of money.

Some people struggle and work hard to get through life. That's not you. You solve your problems with your large amounts of wealth. Others work hard for amounts you look at as small change. And when throwing money to people doesn't work, well then you throw it at them.

Adventures: You can never have enough money, and adventuring is a good way to get lots of it.

Characteristics: You may not be the best at fighting, but you sure can foot the bill.

Alignment: You may be of any alignment, so long as you have money.

Religion: You worship who you choose so long as they don't insist on poverty. You may not have worked hard to earn you money, but it is yours.

Background: Maybe you had success in some business venture or other. More likely you were lucky and inherited your money.

Races: Any culture with a form of currency may have members of this class.

Other Classes: Your popularity with other classes tends to depend on how they view having large quantities of wealth. Rogues and other thieves tend to see you as good marks. Bards see you as good paying customers. Fighters and similar often view you as stuck up dandies that might hire them while intellectuals will at best view you as someone to fund their research and at worst an ignorant fool getting by on daddy's treasury. Those of a spiritual persuasion often lament your focus on worldly wealth, though may apprecient contributions to the church.

Role: You help pay for things. Be that lodging, food, bribes, or bail. When that fails you resort to using you money to pelt or distract the enemies.

Adaptation: You may be the heir of a wealthy family or business. Alternatively you may be the head of one. So long as people of sufficient wealth who are willing to rely on it in all cases exist in the setting you can fit. Alternatively, the squillionaire may be reflavoured as a conjurer of false money, that fades within a day. Could also be fluffed as someone with the ability to summon money from other locations that may not be theirs.

GAME RULE INFORMATION
Squillionaire's have the following game statistics.
Abilities: Charisma is the most important ability for you as it helps you when bargaining or bartering. Also important is wisdom for reading people and making gut choices, and intelligence for making smart choices based on knowledge.
Alignment: Any
Hit Die: d6
Starting Age: As bard
Starting Gold: 10d4 x 10 (250 gp)

Class Skills
The squillionaire's class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Gather Information (Cha), Knowledge (all skills, taken individually) (Int), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (None), Spot (Wis), and Use Magic Device (Cha).

Skill Points at First Level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier

SQUILLIONAIRE
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Pocket Change

1st|
+0|
+0|
+0|
+2|Pocket Change, Small Change (1d6, 15'), Money Knows Money|9gp

2nd|
+1|
+0|
+0|
+3|Distracting Glimmer, Throw it Around|20gp

3rd|
+1|
+1|
+1|
+3|Bribery, Small Change (2d6, 15')|25gp

4th|
+2|
+1|
+1|
+4|Throw it Around|33gp

5th|
+2|
+1|
+1|
+45|Small Change (3d6, 20')|43gp

6th|
+3|
+2|
+2|
+5|Throw it Around|56gp

7th|
+3|
+2|
+2|
+5|Small Change (4d6, 20')|72gp

8th|
+4|
+2|
+2|
+6|Throw it Around|94gp

9th|
+4|
+3|
+3|
+6|Small Change (5d6, 25')|120gp

10th|
+5|
+3|
+3|
+7|Throw it Around|160gp

11th|
+5|
+3|
+3|
+7|Small Change (6d6, 25')|210gp

12th|
+6/+1|
+4|
+4|
+8|Throw it Around|270gp

13th|
+6/+1|
+4|
+4|
+8|Small Change (7d6, 30')|350gp

14th|
+7/+2|
+4|
+4|
+9|Throw it Around|450gp

15th|
+7/+2|
+5|
+5|
+9|Only the Finest Accommodations Will Do, Small Change (8d6, 30')|590gp

16th|
+8/+3|
+5|
+5|
+10|Throw it Around|770gp

17th|
+8/+3|
+5|
+5|
+10|Small Change (9d6, 35')|1000gp

18th|
+9/+4|
+6|
+6|
+11|Throw it Around|1300gp

19th|
+9/+4|
+6|
+6|
+12|Small Change (10d6, 35')|1700gp

20th|
+10/+5|
+6|
+6|
+13|Throw it Around|2200gp[/table]

Class Features
All of the following are class features of the CLASS NAME.

Weapon and Armor Proficiencies: What need do you have of weapons when you have money? You are only proficient with simple weapons, and light armor.

Pocket Change (Ex): You have money. Lots of money. However, for all the money you have, it wouldn't do to spend it all in one place. Thus outside what you find adventuring, you limit yourself to a daily allowance from you vast funds. Each day you may use up to your pocket change money in any assortment of coinage for various abilities or paying for various goods or services. However, if anything bought with this money is ever sold (even if this money only partially was used to pay for it), you place the money back with the rest of your vast wealth, and as such cannot access it except as it is granted with this ability. You may not simply give this money to others. While you may retrieve this money if it is used for abilities, if you do so it is automatically re-added to your pocket change, even if another party member is the one who found it. If you do not spend all of your daily allowance of pocket change, the remaining amount does not carry over to the next day

Small Change (Ex): If there is one thing you're good at, its throwing money around. You're so good in fact that you can hurt people with it. As an attack action you may throw a handful of small change at an enemy. This costs 1d6 copper pieces, and causes one damage per copper piece thrown (if you throw enough it may include some silver or gold coins as well). The range increment for this is 15 feet. At every odd level the value of coins you throw increases by 1d6, while at 5th level and every fourth level thereafter the range increment increases by 5 feet. A DC 25 search check may be used to retrieve the money.

Money Knows Money (Ex): You have lots of money, and your familiarity with having lots of money has taught you how to tell who else has lots of money. You gain a bonus equal to your class level to Gather Information, Knowledge (Local), and Knowledge (Nobility and Royalty) checks when it come knowing who has lots of money, finding them, and learning about them and the ways they use their money.

Distracting Glimmer (Ex): It may be small change for you, but there are many who would scrabble on the ground for it. When using this ability you throw a handful of money on the ground within one range increment of your small change ability as a standard action. The amount thrown is twice as much as you throw with your small change ability (roll twice as many dice). All enemies who see this much make a will save (DC 5 + the amount rolled), or attempt to gather the coins. Doing so requires they move to the square the money was throw in, and spend a move action retrieving all coins there. If another individual gets there first, or if the enemy is attacked, they break free of this effect. Mindless enemies are immune to this ability. You may loot the money from the corpse of whichever enemy gathered the money, or if none did you may retrieve it the same way as the small change ability.

Bribery (Ex):At third level, you become able to bribe an individual to do something for you. This is a standard action to make a touch attack and costs an amount of money equal to a small change roll in silver. This acts as a charm person spell, with a caster level equal to half the result of the roll (minimum 1). Your casting stat for this is charisma. You gain a bonus to opposed charisma checks against the bribed individual equal to half the caster level of the spell. This is not a mind-affecting effect, though mindless creatures are still immune. If used on a creature that you have already attempted to use it on within the past hour, add the rolls stack for the purposes of determining caster level.
At level 10 this upgrades to counting as charm monster with the same changes as above.

Throw it Around (Ex): You are adept at throwing money around, so much so that you have developed more advanced ways of doing so. At the listed levels you may select one of the below techniques. Any time you use small change or an ability requiring a small change roll you may apply any of the techniques you have selected to it. Some may not be used in conjunction with certain other techniques or some abilities.

Techniques:Deep Pockets: You enjoy spending money, and as such have decided to increase your daily allowance. Increase your daily pocket change amount by half the value listed on the table. Unlike most techniques you may take this technique more than once. The effects stack.

Gems: Coins are heavy. As such you have also taken you carrying around gems. When you apply this ability, you throw gems rather than coins. Use d10s rather than d6s. Gems do cost more however, and as such treat the result of the roll as 2 times the number of dice rolled for determining how much money you used for the ability. For all other effects use the result of the roll.
This technique may not be used in conjunction with the Hoard Scarab technique.

Hoard Scarab: Even with how little money is worth to you, you understand the need to protect it. As such you have trained hoard scarabs to protect your wealth from possible thieves. This has the added benefit of allowing you to throw some of them rather than coins at enemies to inflict added harm. When used with targeting abilities, each round after initially being hit, they take 1d4 damage as the beetles crawl over them and bite them. This damage stacks if they are hit multiple times with hoard scarabs. The effect ends if the target or an adjacent individual brushes the scarabs off as a move action. If used with Distracting Glimmer, only an individual who picks up the 'coins' takes the damage. While able to be used for bribery, the damage dealt the round after it is used breaks the creature of the effect and makes it immune to the ability. This technique may not be used with Only the Finest Accommodations Will Do.
Despite not being real coins, the trained scarabs are valuable. As such they still detract 1.5 times the normal amount of money from your funds.

Coin Flick: You have figured out how to quickly flick the coins one at a time. When using small change, you may split up the dice between multiple targets. This technique may not be used with abilities other than small change.

Coin Bounce: You have learned how to throw your money in such a way that it can bounce between multiple targets. When using small change you may take a -1 penalty per damage die to damage to have the coins thrown bounce. If the attack successfully hits the first opponent, it may make an attack on another opponent within 10 feet, however the small change dice are reduced by one and the attack roll takes a cumulative -1 penalty. This may repeat as long as the attacks continue to hit and the dice have not been reduced to 0. This technique may not be used with abilities other than small change.

Ricochet Toss: You have deduced how to bounce coins off of stationary objects. When using small change or another ability you may target surfaces or objects to have them bounce off of. Make a touch attack against the surface or object (treat their touch AC as 8 + 1 per 10 feet away + size modifier for objects smaller than medium). If it successfully hits, it may bounce to target a creature or location within 15 feet. If it is a surface or object, you may have it bounce from it as well (in such a case treat the touch AC as 8 + 1 per 5 feet away + size modifier for objects smaller than medium). For each bounce the made, the small change dice roll at the end takes a cumulative -3 penalty. The coins may not be made to bounce more than the number of small change dice being rolled with this ability. If Coin Bounce is also possessed, the two abilities may be used together.

Long Bounce: You have figured out how to throw the coins so they bounce even further, though some change is often lost along the way. When using coin bounce or ricochet toss, you may have the target after the bounce be more than 10 feet away (or 15 feet in the case of ricochet toss), though for every additional 10 feet the small change dice are reduced by 1. This technique requires Coin Bounce or Ricochet Toss.

Second Nature: Spending your vast wealth is an integral part of who you are. So much so that you may treat small change as a natural attack for the purposes of spells, enchantments, abilities, feats, prcs, etc. Any benefits gained from sources to small change also apply to any other abilities that use your small change dice.

Made Man: Your fortune is the result of hard work and labour. Maybe not yours, but certainly someone's. You may treat small change as a manufactured weapon for the purposes of spells, enchantments, abilities, feats, prcs, etc. Any benefits gained from sources to small change also apply to any other abilities that use your small change dice.

Hand Over Fist: You have learned the complex skill throwing money with both hands at once. If both hands are free, you may use both hands when using small change or other abilities. When used with small change, you may make two attacks for each attack you would normally make, at the BAB of that attack. Roll the amount of money used for each attack. For other abilities, you may choose to roll twice the normal amount of dice.

Highly Polished: You consider the appearance of your money important, and as such keep it well polished and gleaming. The DCs of any abilities that use your small change dice are increased by 2 as its glittering visage makes it more appealing. Additionally, the DC of search checks to retrieve your money is reduced by 2 as its shiny appearance makes it easier to spot.

Glittering Toss: You have figured out how to throw your money such that it gleams distractingly even as it sails at the opponent, though it reduces the force behind it. When using small change, you may choose to pay the amount as if using distracting glimmer. If you do so, the target of the attack must make a will save as if you used distracting glimmer and targeted their square.
This technique may not be used with hoard scarabs.

Gleaming Toss: You have learned to fully accentuate the currency when throwing your money. When you use glittering toss, you may have it impact all enemies as if you had used distracting glimmer normally.

Light Fingers: You may have plenty of money, but that doesn't mean you need to waste it excessively. When using small change or any ability that requires a small change roll, you may choose to roll less than the normal number of dice.

Skilled Fingers: You have further refined the ability to grab exactly the amount of money you desire from your abundant wealth. Any time you make use small change or otherwise make a small change roll, you may make a slight of hand check (DC 15 + 2 per die being rolled) to grab exactly the amount of money you want. If you succeed on this check, you may choose the outcome of the small change roll. If you fail you roll as normal to determine the amount of money grabbed.
This technique requires the Light Fingers technique to learn.


Only the Finest Accommodations Will Do (Su): You are so wealthy even entities from other planes take note, why should you need to sleep on the dirt. At level 15 you may as a full round action spend money equal to a small change roll x 10 in gold to obtain accommodations from another plane. This acts as a Mage’s Magnificent Mansion spell with a caster level equal to half the result of the roll prior to multiplying it by 10. Unlike the spell, you do not get to decide the layout of the building, and must pay an additional half the normal amount for each additional person allowed to enter.

Owrtho

Merchant
2012-09-10, 11:28 PM
I was wondering if you want to keep class features extraordinary like a rogue or add supernatural like a warlock.

What if you made pocket change like invocations and tier them. I see abilities that make this guy pampered. Unseen servants (low level), summoning (high level).

I think if he throws enough money as immediate action to gain a certain amount of cover(which can increase as levels go up).

Creating a grease effect or difficult terrain with all that money on the ground.

Maybe create purchases or investments that give you certain abilities at the cost of a small change die.

That's all I got now. Hope it helps and fits with the theme.

Merchant
2012-09-11, 12:41 AM
Sorry for the double post but My first wasn't registering.

Sadly I must restate my lack of experience with DnD. The Squillionaire has a low BAB. You said that small change was an 'attack action' meaning you use the BAB, right? Dodging lots of coins seems difficult. Is it a ranged touch attack. Does the target lose their dex bonus?

Would it be better for the Squillionaire to have small change as a Reflex save. Better chance to hit the enemy(ies). Though it does seem less likely that 1d6 coins can cause a reflex save in a large group of people unless you add that one bouncing technique. That could be a later class feature or set of class feature choices depending on what techniques you've chosen.

Owrtho
2012-09-11, 06:55 AM
I was wondering if you want to keep class features extraordinary like a rogue or add supernatural like a warlock.

What if you made pocket change like invocations and tier them. I see abilities that make this guy pampered. Unseen servants (low level), summoning (high level).

I think if he throws enough money as immediate action to gain a certain amount of cover(which can increase as levels go up).

Creating a grease effect or difficult terrain with all that money on the ground.

Well, it actually already has one supernatural ability, and I plan to add more. Some of the above suggestions like the servants or summoning, as well as an option to get things needed right away for more than they're worth are planned as well.


Maybe create purchases or investments that give you certain abilities at the cost of a small change die.

This is an interesting idea. A selection of abilities that can be toggled on or off with the cost of either small change dice or pocket change for the day are worth considering. For example the ability to sacrifice starting money to start each day with a low level wand with only a few charges (that is lost at the end of the day if not used up, much like pocket change).


Sorry for the double post but My first wasn't registering.

Sadly I must restate my lack of experience with DnD. The Squillionaire has a low BAB. You said that small change was an 'attack action' meaning you use the BAB, right? Dodging lots of coins seems difficult. Is it a ranged touch attack. Does the target lose their dex bonus?

Would it be better for the Squillionaire to have small change as a Reflex save. Better chance to hit the enemy(ies). Though it does seem less likely that 1d6 coins can cause a reflex save in a large group of people unless you add that one bouncing technique. That could be a later class feature or set of class feature choices depending on what techniques you've chosen.

Well, that is partially an error on my part. It should state that it is a ranged attack (not a ranged touch). That said, I might have it grant a bonus to attack rolls made based on the maximum number of small change dice, since as noted that isn't particularly strong at present.
The ability to make is a reflex save may come as a later ability though (though likely making it an aoe that uses far more coins than normal).
I'll update it later today when I have time.

Owrtho

NichG
2012-09-11, 07:29 AM
Right now I feel that pocket change is kind of awkward. It has a number of rules which are logically in place to keep the character from being used to fund the entire party, but it causes pocket change coins to be kind of pseudo-magical for entirely metagame reasons.

What if instead the disposable wealth aspects of the class acted like points in a money/wealth background in other games. You could even somehow tie it to wealth elsewhere - you don't buy things, you basically acquire things based on your reputation for being rich. People will let you pay later because they know you're good for it. That way there's no physical cash being spread around but somehow impossible to give to other PCs. I could easily see it becoming a running joke that the party rogue pickpockets this character every day for his spare pocket change so that it doesn't go to waste, which is obviously silly and would require an even stranger rule to prevent (since you also have to prevent things like 'the rogue pickpockets the person he pays to help the rogue practice pickpocketing')

So for instance, you might have something like:

- Instead of paying for an item, you write a promissory note for its value. You can have a number of such items whose total value adds up to X. You can change this item set each day/week/whatever if you're in a place with shops (presumably you have outlets where you can resell the item for its full value or somehow offset its cost against your vast wealth - its only while you're holding it that it makes a dent in your liquid funds). If you lose an item from the set or use a consumable from the set, it takes Y time for that money to refresh (so if you get a bunch of items this way and give them to the party, it diminishes you). You might even just have a certain consumables budget that accounts for this wastage, and if you give a major item away then your normal budget has to refresh at the rate of your consumables budget or whatever.

You could also replace the rules that are there for a metagame purpose with a simple statement of the purpose of these funds and an entreaty that this class should only be used with a gentleman's agreement at the table: "The funds granted by this class are intended to be used for whatever sort of day-to-day expenditures or necessities come up for this character, and should not be stockpiled by the character or the party either directly or via trickery of any sort." Its a lot easier to avoid rules lawyering if the intent is just directly stated out front rather than trying to craft a perfect rule.

Razanir
2012-09-11, 07:49 AM
Pocket Change (Ex): You have money. Lots of money. However, for all the money you have, it wouldn't do to spend it all in one place. Thus outside what you find adventuring, you limit yourself to a daily allowance from you vast funds. Each day you may use up to your pocket change money in any assortment of coinage for various abilities or paying for various goods or services. However, if anything bought with this money is ever sold (even if this money only partially was used to pay for it), you place the money back with the rest of your vast wealth, and as such cannot access it except as it is granted with this ability. You may not simply give this money to others. While you may retrieve this money if it is used for abilities, if you do so it is automatically re-added to your pocket change, even if another party member is the one who found it. If you do not spend all of your daily allowance of pocket change, the remaining amount does not carry over to the next day

Can we get a rules clarification on this? Like I didn't even notice until I was quoting it that it said "outside what you find adventuring."

radmelon
2012-09-11, 09:10 AM
I'm pretty sure that it means that in addition to wealth found/acquired ingame, you have a daily pool of money to spend that does not carry over into the next day, and that cannot be used for infinite buying loops.

Merchant
2012-09-12, 09:57 AM
I like the note idea. I think a credit card might work just as well.

Purchases= Items that could purchased retroactively/or by some magical delivery system.

Investments= Buying spells as spell-like abilities( not sure how to limit spell level or list).

Loans= A way to get more money to make more investments or purchases ( this could lower the small change die.

Or you can have a mixture of these three split between four tiers (think invocations:least, lesser, etc...) Copper , Silver, Gold, Platinum (for example)

Merchant
2012-09-12, 10:33 AM
Or a seperate ability called 'Insurance' could act as contingencies. Your items auto repair, "Life" insurance could bring you back if you or others back if you die.

Or maybe they automatically have access to all 'whatevers' within each Tier (copper, etc...).

If the tiers are no good then just make seperate class features for each idea and they have a limit depending on small change die.

Make an advancement to Money Knows Money where they can gleen information from those who possessed the coin before. Maybe acts as stone tell spell. Not sure about advancing it further.

Decanter of Coins= isn't there a spell or item where water just pours out. What if you could do something like that with your vast fortune?

Der_DWSage
2012-09-13, 03:43 AM
This class had me laughing throughout the entire thing-and then it backed it up by not having anything horribly wrong with it! Everything felt as though it was appropriate to the class, and aside from the psuedo-oddness of 'Pocket Change' and it's not-quite-real values...I loved every bit of it.

However, there's one small hiccup I found, due to it being non-core. How does Bribery, Distracting Glimmer, and other such mind-affecting affects based around money affect those that have the Vow of Poverty? You could make the argument that it'd be donated to a church in their favor, but I feel like they should at least have a bonus to avoiding the effects.

But yeah. Soooo using this class for the next incarnation of my Sham Weapon Merchant, letting him distract the dragon with shinies...

Merchant
2012-09-14, 01:07 AM
Ok I had an idea that might make some people happy. The card has 'credit' points. I am not sure about the number of points but there could be a list of products and services offered for a certain number points. The points act as a arbitrarily high number (don't have to count coins or gems) for the uniqueness of the required product or service.

On top of that, the card itself acts as a instant reputation booster to any seller that sees it. The Squillionaire becomes a VIP for any establishment once the card is seen. You also get a discount off of normal purchases.

For clarification the reason you get a discount is due to the publicity that the establishment gets for you doing business with it( there are some rules for businesses in PH2 that if the business is visited by a patron or prominent person they get a bonus to their week's check for how much money they make.

On top of that I think that the card should upgrade. (Ex:MasterCard->GoldMastercard->Platinum->Black)
The upgrades could represent the level of responsibility. These upgrades also carry an increased discount as well as a bonus for the business (double the level of the card)

The discount doesn't have to be a percentage. Maybe it could be like a certain amount of gold that you get to spend for free. For example the first 10 gold you spend doesn't detract from your pocket change or adventuring cash.

Info on the card. Card is magical in nature as is an item that has been bonded to the owner through an EXPENSIVE ritual. It can not be used by someone else. If lost it can either be replaced, but maybe it cost a couple die for a day or two, Or it can't be stolen and simply magically returns to the owner.

Maybe it could be possible to even gain additional purchases with credit via sacrificing a small change die. One die for one credit point.

The card may even allow for special mundane/ magical deliveries depending on the level of the card.

LordErebus12
2012-09-14, 01:15 AM
I suggest renaming the Small Change ability to "Makin it hail" for ****s and giggles. We all have heard someone refer to "Makin it Rain" so lets do so... with heavy coins...

Tvtyrant
2012-09-14, 01:23 AM
I really like this class, especially since the amount of breakage you can do with it is limited (you don't have enough small change at any one time to buy really fancy items).

The only thing that comes close to breaking it would be buying 6th level scrolls, since you can buy one every day. On the plus side, your wizard friend will love you. Otherwise you cannot even afford wands (above 1st level)!

Merchant
2012-09-14, 03:07 AM
A couple other class features which would fit would be some form of mundane resources. Such as Contacts. These people won't exactly be victims of your Bribery ability but simply people that want to help you.

I was just thinking of using your Small change to increase your contacts. Maybe create a Contact Point Pool. At first level you would assign known locations where your contacts are located and what sort of contact they are (DM approved of course)

The CPP tells you the max contacts allowed. Your max increases as you level up, but you have to put your money(small change die) and effort to start making contacts. You can use your influence to hire someone to find an appropriate Contact for future use.

I am not sure how to determine the base DC or base Length of Time, but if you sacrifice additional small change die to speed up the process each day or increase your chance to pass the DC.

_____________________________________________

I forgot to say the way the card functions. While holding the card and having someone else (business employee or owner) their relevant information is sent out and then a courier brings the appropriate amount of money to the individual.

Or instead of info being used(privacy laws?), the person is 'marked' and the money can find the mark regardless of their location.

Ordering services from a far may use a sending spell[not sure about spells] (X times/day?) to people/businesses that hire people to take care of a service (ex: the person that uses your money create a contact in another city)
__________________________________________________ ________

I also wanted to add some abstract yet expensive items you can purchase.

Hope
Souls
Concentration
Raw Chaos
http://dungeons.wikia.com/wiki/Dungeonomicon_(3.5e_Sourcebook)/Economicon

check Powerful Creatures have a Powerful Economy. Sadly there is no detailed examples but it gives a value to these things(might be a little too much work to go in this direction though)


Spirit- I was thinking this could be a way to buy a 1 chakra and soulmeld.
Experience - buy a person's abilities (feats)