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View Full Version : Making a profitable business at level 3 (without magic!)



Morithias
2012-09-25, 12:36 PM
Okay, as anyone who has paid attention to my rambling in the "bad characters" thread, I am a stickler for economics and trade simulators. There's a reason that survey in my signature gave me the trader result.

My latest experiment has been as follows. Find the lowest possible level to run a business using the insanely broken DMG2 rules.

I decided to use the shop. The farm or service yes are easier and cheaper to run, but they are lower risk and bring in almost no money. Making a +1 check result on a shop is the same as making a +10 check on a farm.

The shop is a medium capital, low resource, high risk business. I am going to be using the "Travelling Merchant" concept for the character, and will be using the caravan to justify her being based in the wilderness.

According to table 6-3 in the DMG 2, a wilderness run medium capital business takes a -10 on profit checks and costs 2000 gp to start up. Table 6- says that a low resource business can be run out of a simple house (1000 gp) or a horse and carriage (500 gp, but takes a -2 on profit checks). We will be using the horse, since the starting gold for a level 3 character is 2700 gp. This leaves us with 200 gp leftover.

So far we just started the business. We have a -10 from wilderness, -2 from the horse and cart, this is not looking good. (total -12)

I will be using the "Master" class from Dragonlance book "War of the lance". Since we are at level 3 we will put 6 ranks in shopkeeper, appraise, and sense motive. We also pick the profession speciality for a +2 compendance bonus. (-10)

We turn to table 6-5. We have 5 ranks in both secondary for +1 (-9) we will put in more than 40 hours of work a week (+2) (-7), at level 2 in master we will take negotiator as our bonus feat this means we can take Business Savvy at level 3.

Business Savvy is a weird feat it gives you. "+2 bonus on all profit checks. In addition you get a +1 luck bonus on all attack rolls, saving throws, and CHECKS when resolving any business related events."

I personally consider making your profit check "business related" so instead of the +2 bonus in table 6-5, we will add +3. (-4).

Our business is low resource (+1) but high risk (-4) = (-7).

"A specialist in on staff."

Specialists are kinda weird. The first costs 10 gp, the second 30 gp, and so on. If they specialize in the primary skill you get +2 to your profit check, secondary skills get +1. The logical thing to do is to blow 250 gp (10,30,50,70,90) a month on 5 specialists to give us +10 to our profit check. Since a high risk business makes money in increments of 50, this in effect adds +5 to our check. (-2)

In addition to our synergy ranks, we obviously have 6 ranks in the primary skill, using the "elite" system for stats, we have +2 to wisdom. (+6). Hey we're above 0. What's our target DC? 25. Ouch. But we can take ten (+16), so we only need +10 more.

Skill focus is an obvious choice for a feat (+3) (+19). We will also buy a masterwork tool +2 for 50 gp, leaving us with 150 gp. (+21). We can take the "specialized" trait for another +1 at the cost of -2 to all other profession skills. (+22) For the final 3 we turn to Legacy of Blood from ravenloft, namely the "Greater skill focus" feat on page 91. For our final +3. (+25).

Now we're only breaking even, but don't forget that when you make your monthly profit checks it is on top of your weekly profession checks. For our only "knack" from the master class, we'll take "Loyal clientèle" which makes our profession checks bring in money equal to our weekly check rather than half. With our current mods (take 10, 6 ranks, 1 business savvy, 6 skill focus, 2 tool) we're bringing in 25 gp a week, or 100 gp a month.

Now we look at upgrades. For 1/4 your original capital investment you can "upgrade" a business, giving a permanent 1d4 bonus to the business's profit checks. This will cost us 500 gp. So in 20 weeks, or 5 months we invest. Which will bring in anywhere from 50 to 200 extra gold pieces a month. In 3 months we use this money to upgrade again and so on.

Okay before anyone says anything. Yes this is probably the most impractical thing ever invented. But I felt like sharing it here, cause well...might as well right?

Flickerdart
2012-09-25, 07:28 PM
25 gp a week is lousy. A simple 3rd level Bard using Perform (6 skill ranks, +2 CHA, +2 masterwork tool, +3 Skill Focus, +2 Versatile Performer, +1 Superior Hearing, +2 Share Talents, +2 Ghost Pipes = 20, take 10 for 30) earns 3d6 GP per day, every day. That's 21d6 GP per week (average 71). And he doesn't have to carry around a bunch of expensive specialists or gimp himself class-wise to do it.

Morithias
2012-09-25, 07:33 PM
25 gp a week is lousy. A simple 3rd level Bard using Perform (6 skill ranks, +2 CHA, +2 masterwork tool, +3 Skill Focus, +2 Versatile Performer, +1 Superior Hearing, +2 Share Talents, +2 Ghost Pipes = 20, take 10 for 30) earns 3d6 GP per day, every day. That's 21d6 GP per week (average 71). And he doesn't have to carry around a bunch of expensive specialists or gimp himself class-wise to do it.

Um, yeah, that's kinda why I called it impractical at the bottom of the post. This isn't suppose to be in any way a "Good" build, it's me testing my optimization skills against a system that is broken worse than the truenamer.

Also if you gain no XP from routine performances your income will never improve at least not until you buy enough magic items to hit DC 40. This woman every 3 months can pump 500 gp into her business for an average of 125 gp extra profit a month, and upgrades stack.

Flickerdart
2012-09-25, 07:55 PM
Also if you gain no XP from routine performances your income will never improve at least not until you buy enough magic items to hit DC 40.
You don't need to earn XP from this. You can just adventure during the day and then play a gig in the evening to score all the sick cash you need.

Morithias
2012-09-25, 07:58 PM
You don't need to earn XP from this. You can just adventure during the day and then play a gig in the evening to score all the sick cash you need.

Um no.

"Action
Varies. Trying to earn money by playing in public requires anywhere from an evening’s work to a full day’s performance. The bard’s special Perform-based abilities are described in that class’s description"

Reference: http://www.d20srd.org/srd/skills/perform.htm

FULL DAY'S.

No adventuring while you're making cash. Hell after putting in enough upgrades to negate 10+ points of DC. She can just start ignoring the business. Sure if you put less than 8 hours of work a week you take a -8 penalty on your check. But get the check high enough and you can literally make money hand over fist by sitting on your ass.

Nevermind I misread. But if the bard can do that, why can't the merchant, she only needs to put in 40 hours a week for the +2 bonus.

Furthermore this is a TRAVELLING merchant. She might as well be making XP off the random encounter table.

Flickerdart
2012-09-25, 08:05 PM
Um no.

"Action
Varies. Trying to earn money by playing in public requires anywhere from an evening’s work to a full day’s performance. The bard’s special Perform-based abilities are described in that class’s description"

Reference: http://www.d20srd.org/srd/skills/perform.htm

FULL DAY'S.

No adventuring while you're making cash. Hell after putting in enough upgrades to negate 10+ points of DC. She can just start ignoring the business. Sure if you put less than 8 hours of work a week you take a -8 penalty on your check. But get the check high enough and you can literally make money hand over fist by sitting on your ass.

Nevermind I misread. But if the bard can do that, why can't the merchant, she only needs to put in 40 hours a week for the +2 bonus.

Furthermore this is a TRAVELLING merchant. She might as well be making XP off the random encounter table.
I never said the merchant couldn't. I just said the amount of money you were making with the business was awful.

watchwood
2012-09-25, 08:09 PM
At level 3, it's a bit tough to churn serious profits in the levels that PCs think of. Most level 1 peasants would be pretty happy churning out a few gold a week without having to resort to mercenary work.

That said, in one campaign I started by own network of shops - I took the leadership feet, and put my cohort and all the followers to work. The DM let me keep their collected individual profession profit checks as my own income from it.

Alienist
2012-09-26, 07:14 AM
A primary caster can make more.

A level 3 cleric could make 240 gp a day if they manage to sell all their slots.

More if some of the level 1 spells require (or benefit from) a higher caster level.

However, for time/effort/reward, the Dragonmarks are hard to beat. House Cannith you could earn 50gp per day with the least dragonmark. The healing ones (jorasco?) make even more. And you actually have a large civillian infrastructure set up to allow you to do exactly that, whereas with a caster trying to sell their slots it would be a lot harder.