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  1. - Top - End - #151
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    Default Cognition Thief (Unchained Rogue Archetype)

    Cognition Thief (Rogue and Unchained Rogue Archetype)
    Source: The 3.5 Edition Forgotten Realms Player's Guide to Faerun
    These psionic agents of espionage specialize in delving deeply into the minds of their targets to steal their very thoughts—and sometimes the ability to reason as well.
    • Psionic Skills: Cognition thieves gain Autohypnosis (Wis; Trained Only) as a class skill because of their training in mental discipline.
    • Wild Talent: The cognition thief gains Wild Talent as a bonus feat. If the cognition thief already has the psionic subtype, he instead gains Psionic Talent as a bonus feat.
      This feat replaces the rogue and unchained rogue's proficiency in the hand crossbow, rapier, sap, shortbow, and short sword.
    • Sense Minds (Sp): At 1st level, the cognition thief can use sense minds, as the psionic power. As a move action, the cognition thief can concentrate on a single individual within 60 feet and determine its intelligence score, learning the strength of its mind (and becoming stunned for one round if it is 10 or more points higher than the cognition thief) as if having studied it for 3 rounds. While focusing on one individual, the cognition thief does not sense the minds of any other individual within range.
      At 3rd level, the cognition thief gains the ability to read minds when focusing on an individual as above. At 8th level, the cognition thief gains the ability to use memory modification on the creature being focused upon. At 12th level, the cognition thief gains the ability to mind probe an individual being focused upon. These abilities all work as the psionic powers of the same name, except they can only be used when focusing on an individual creature when using sense minds. You can use this ability for a number of rounds per day equal to 4 + your intelligence modifier. At each level after 1st, a cognition thief can use sense minds for 2 additional rounds per day. When focusing on one individual, the cognition thief activates read thoughts, memory modification, or mind probe as a standard action while sense minds is active.
      All saving throw DCs is equal to 10 + your intelligence modifier plus half the cognition thief's level (rounded down).
      This ability replaces the rogue and unchained rogue's trapfinding and danger sense (or the rogue's trap sense) as well as the rogue and unchained rogue's 8th level and 12th level rogue talents. The rogue/unchained rogue can choose to gain trapfinding in place of a rogue talent.
    • Mental Assault (Sp): At 1st level, the cognition thief gains the ability to mentally assault a foe with a melee touch attack. A successful melee touch attack forces the target to suffer damage equal to the cognition thief's sneak attack dice and gain the dazed condition for one round. This ability cannot be used in conjunction with a natural attack, an unarmed strike, or sneak attack.
      Beginning at 4th level, this ability improves, forcing an opponent to become confused for 1 round per two cognition thief levels in addition to being dazed for one round. When the cognition thief successfully uses this ability, they gain one feat or a number of skill ranks in a single skill the target possesses of the cognition thief's choice to a maximum of the target's total ranks or the cognition thief's total sneak attack dice, whichever is lower. The cognition thief cannot use a feat they do not themselves qualify for. This benefit persists for one minute per cognition thief level. The target looses the feat or skill ranks gained for the duration of the target's confusion. At 20th level, you can choose to render a target insane, as the insanity spell, instead of confused. A successful will saving throw (DC 10 + your intelligence modifier + half your cognition thief level rounded down) halves the damage and negates all secondary effects. Creatures with more hit dice than the cognition thief are immune to being dazed by this ability. This is an Enchantment or Telepathy (Compulsion) [Mind-Affecting] effect. The cognition thief can use this ability a number of times per day equal to 3 + the cognition thief's intelligence modifier as a standard action.
      This ability replaces the unchained rogue's finesse training gained at level one, debilitating injury, and master strike abilities. Rogues loose two skill points per cognition thief level, gaining a number of skill points equal to 6 + their intelligence modifier and also do not gain their master strike ability.
    Last edited by Neoxenok; 2021-07-03 at 03:05 PM.

  2. - Top - End - #152
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    Default Re: Finding your Path in the Forgotten Realms 2: Still Looking

    Man this is a HUGE project. Much props. I will take some tome to go over it for sure.

    My PF group DM may like this as well.
    Last edited by Zaile; 2021-02-15 at 07:55 PM. Reason: Misunderstood original post. No harm meant.
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  3. - Top - End - #153
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    Default HOUSERULE (DM-Less Buying, Selling, and Haggling)

    HOUSE RULE
    DM-Less Buying, Selling, and Haggling

    Purpose
    The main purpose of this house rule is to allow PCs to buy and sell items without the need for the DM to micromanage item availability, prices, haggling, and all the things that take up unnecessary time and energy away from a game session or the DM's time out-of-game

    Rationale
    The reasoning behind it is simply because it gives player a clear map to buying and selling, give advantages to players that build around their capitalist tenancies (and give them something to do in their downtime), it actually simplifies a lot and removes DM micromanagement out of the equation outside of a few possible notes or modifications (such as town size, local conditions making buying/selling more or less difficult, etc.) It also completely eliminates the idea of "whoops I broke nation's economy by selling a bajillion gold worth of MW full plate armors to the local hamlet because the mage has fabricate and the iron wall spell" or the one-stop magic shop that has everything you need in a day because the DM didn't want to bother with spending an hour rolling on a chart for 5 minutes of game interaction for the player to go "darn. I wanted X item but instead you rolled Y item. Forget it."

    This is a refined version of a system I've used for years and I absolutely stand by it.

    Result

    Purchasing and Selling
    Items of any sort are purchased at the full value of the item's price and sold at half the listed price of the item. Mundane (non-magical) equipment, alchemical items, magical scrolls, and potions require one day per 1000 gold piece value of the aggregate items (rounded up) and Magic Items (except scrolls and potions), art pieces, and similar esoteric items require one day per 1000 gold piece value of each item separately to buy or sell.
    Items made of rare or special materials (such as adamantine, darkwood, or mythral items) and masterwork items are considered to be magic items for the purpose of buying and selling such items.
    Code:
    Item Type		Time Required		Buy Price	Sell Price
    Alchemical/Mundane	1 Day/1000gp/Aggregate	100%		50%
    Art			1 Day/1000gp/Per Item	100%		50%
    Gems			1 Day/1000gp/Aggregate	100%		100%
    Magic Item		1 Day/1000gp/Per Item	100%		50%
    Scrolls/Potions		1 Day/1000gp/Aggregate	100%		50%
    Trade Goods		1 Day/1000gp/Aggregate	100%		100%

    Item Availability
    Items are generally available based on their purchase price, the size of the community, and that community's listed base value on the table below. Items equal to or lower than the listed base value can be found within that community without modification to the time required to purchase or sell an item. High value items represent the most expensive and difficult to find item or items generally available in that community. Items above the base value require additional time as indicated by the "High Value" multiplier. This multiplier is factored into the time required to sell or purchase any item.
    Code:
    Community Size		Base Value	High Value	Special Note
    Thorp			50 gp		x30		All items above a 10gp value are per item and not aggregate
    Hamlet			200 gp		x10		All items above a 50gp value are per item and not aggregate
    Village			500 gp		x10		All items above a 100gp value are per item and not aggregate
    Small town		1,000 gp	x5		-
    Large town		2,000 gp	x5		-
    Small city		4,000 gp	x3		-
    Large city		8,000 gp	x3		-
    Metropolis		16,000 gp	x2		-
    Planar Metropolis	32,000 gp	x2		-

    Modifiers
    Numerous conditions and modifiers may change and alter the price. The following modifiers is by no means comprehensive but can give a general idea as to what sorts of effects can modify a character's ability to purchase or sell an item in a city. Modifiers can not push the sale price of an item to more than -100%. Items with a -100% modifier to the sale price cannot be sold unless time is put into giving away the item for free. These modifiers do not affect the purchase or sale price of gems or trade goods.
    Code:
    Condition		Time Modifier	Purchase Modifier	Sale Modifier	Special Note
    Black Market		Same		+50% (or More)		Same		Typically illegal activity
    Buy or Sell Fast	1/2x		+50%			-25%		-
    Custom Item		2x		Same			-45%		Item tailored to individual or select group
    Destitute City		2x		+10%			-10%		Community Size Base Value 75% of normal
    High Demand Market	2x		+10%			+5%		Selling halves instead of doubles the time
    Oversaturated Market	1/2x		-10%			-5%		Selling doubles instead of halves the time
    Price Shop		20x		-5%			+5%		-
    Wealthy City		Same		Same			Same		Community Size Base Value 150% of normal

    Bargaining and Haggling
    Proficiency in the following skills can alter the time it takes to find an item as well as alter the price of an item when buying or selling.

    • Appraise
    • Bluff
    • Diplomacy
    • Knowledge (Local)* or Profession (Merchant)
    • Sense Motive

    *= Knowledge (Local) skill must be relevant to the area where purchases or sales are being made.

    Each rank in each of the above skills does the following:
    • Decreases the purchase price of an item by 1% (to a maximum of 20%).
    • Increases the sale price of an item by 1% (to a maximum of 20%).
    • Decreases the number of days it takes to buy or sell an item by one day per item or per aggregate group of similar items to a minimum of one day.


    Feats that grant skill bonuses to these skills (such as skill focus), racial skill bonuses, and trait bonuses count as skill ranks for all of these benefits. The benefits these skills provide do not affect the sale or purchase prices of gems or trade goods. Items can never be purchased for less than the cost it takes to create that item (typically 1/2 the base price for magical items or 1/3rd the price for other items) +5%.

    Collaboration and Help on Purchasing and Selling
    Multiple characters can collaborate to divide up the work of selling or purchasing from a town or city. This process works as described above except that all of the collaborating individuals pool the benefits of their ranks in the bargaining and haggling skills (appraise, bluff, diplomacy, profession (merchant) or knowledge (local), and sense motive.) The highest number of ranks in any of the individual skills overrides lower ranks and does not stack, meaning that two characters that each have ranks in the same skill only consider the higher rank total and the benefits do not stack.

    Conning a Buyer into Purchasing a Cursed Items, Fake Item, or Forgeries
    This falls under the umbrella of confidence scamming, which is a new function of the bluff skill.
    Last edited by Neoxenok; 2022-04-27 at 12:12 PM. Reason: tweaking the rules here and there...

  4. - Top - End - #154
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    Default New Uses for Existing Skills

    Bluff

    Confidence Scammer
    You can earn half your Bluff check result in gold pieces per tenday of dedicated work. You know how to use the tools of your trade, you know how to perform the profession’s daily tasks, how to supervise helpers, and how to handle common problems. You can also answer questions about the process. Basic questions are DC 10, while more complex questions are DC 15 or higher.

    Action: Not applicable. A single check generally represents a tenday of work.

    Try Again: Varies. An attempt to use the bluff skill to earn income through confidence scams cannot be retried. You are stuck with whatever wage your check result brought you. Another check may be made after a tenday to determine a new income for the next period of time. An attempt to accomplish some specific task can usually be retried.

    Untrained: Untrained attempts at confidence scams are possible through using the simplest of tricks, earning a maximum of one silver piece per day of dedicated work.

    Special: A spellcaster with a viper familiar gains a +3 bonus on Bluff checks.

    If you have the Deceitful feat, you get a bonus on Bluff checks (see Feats).


    Diplomacy

    Panhandle
    You can earn half your Diplomacy check result in gold pieces per tenday of dedicated work. You know how to use the tools of your trade, you know how to perform the profession’s daily tasks, how to supervise helpers, and how to handle common problems. You can also answer questions about the process. Basic questions are DC 10, while more complex questions are DC 15 or higher.

    Action: Not applicable. A single check generally represents a tenday of work.

    Try Again: Varies. An attempt to use the diplomacy skill to earn income through panhandling cannot be retried. You are stuck with whatever wage your check result brought you. Another check may be made after a tenday to determine a new income for the next period of time. An attempt to accomplish some specific task can usually be retried.

    Untrained: Untrained attempts at panhandling is possible, earning a maximum of one silver piece per day of dedicated work.

    Special: If you have the Persuasive feat, you gain a bonus on Diplomacy checks (see Feats).


    Heal

    Magical Treatment
    You can use magical healing and recovery spells more effectively with the use of the heal skill. Any time you or a companion casts a spell that cures hit points on an individual or group of individuals, you can make a DC 10 heal check to recover a number of hit points equal to your heal check -10 or the result of the spell, whichever is higher. You cannot use this treatment to recover more hit points than normally allowed by the spell. Failure of this check lessens the result of the spell by 1 point per point below the DC 10 threshold. You must expend one use of a healer's kit to perform this task per individual affected or suffer a -4 penalty to the heal check.

    Action: Providing magical treatment is a one-round action or as the spell plus one round if the casting time of the required spell is one round or longer.

    Try Again: Varies. Generally speaking, you can’t try a Heal check again without witnessing proof of the original check’s failure.

    Special: A character with the Self-Sufficient feat gets a bonus on Heal checks (see Feats).

    A healer’s kit gives you a +2 circumstance bonus on Heal checks.

    Intimidate

    Bully
    You can earn half your Intimidate check result in gold pieces per tenday of dedicated work. You know how to use the tools of your trade, you know how to perform the profession’s daily tasks, how to supervise helpers, and how to handle common problems. You can also answer questions about the process. Basic questions are DC 10, while more complex questions are DC 15 or higher.

    Action: Not applicable. A single check generally represents a tenday of work.

    Try Again: Varies. An attempt to use the intimidate skill to earn income through intimidation and bullying tactics cannot be retried. You are stuck with whatever wage your check result brought you. Another check may be made after a tenday to determine a new income for the next period of time. An attempt to accomplish some specific task can usually be retried.

    Untrained: Untrained attempts at bullying is possible through using the simplest of tricks, earning a maximum of one silver piece per day of dedicated work.

    Special: You also gain a +4 bonus on Intimidate checks if you are larger than your target and a –4 penalty on Intimidate checks if you are smaller than your target.

    If you have the Persuasive feat, you get a bonus on Intimidate checks (see Feats).

    A half-orc gets a +2 bonus on Intimidate checks.

    Linguistics

    Languages of the Forgotten Realms
    Code:
    Language	Spoken By...										Alphabet
    Aboleth		Aboleth and other deep sea (aquatic) aberrations.					X
    Abyssal 	Demons and other Chaotic Evil Outsiders							X
    Aglarandan	Various Races of the Aglarand, Altumbel, Sildeyuir, Thesk, Yuirwood			X
    Aklo 		Derros, Inhuman or Otherworldly Monsters, Evil Fey					X
    Alzhedo		Humans, Halflings, and Planetouched of Calimshan, Tharsult				X
    Aquan		Aquatic Creatures, Water-Based Creatures, Aquatic Elves of the Outer Sea		X
    Auran		Flying Creatures, Air-Based Creatures, Aarakocra, Avariel of Snow Eagle Aerie		X
    Boggard		Bogards
    Celestial	Angels and other Good Outsiders								X
    Chessentan	Humans, Half-Orcs, Orcs, and Planetouched of Chessenta					X
    Chondathan	The Various Races of Amn, Chondalwood, Cormyr, Dalelands, Dragon Coast,	Elven Court, 	X
    		Evereska, Nelanther Isles, Sembia, Silverymoon, Tethyr, Vilhoun Reach, Waterdeep,	-
    		Wealdath, Western Heartlands								-
    Chultan		Dwarves and Humans of the Chult, Samarach						X
    Common		Adventurers, Surface Merchants, and Surface Tradesmen					X
    Cyclops		Cyclops											X
    Damaran		Various Races of Damara, Forest of Lethyr, Great Dale, Impiltur, Moonsea, Narfell,	X
    		the Ride, Thesk, Vaasa, the Vast, Galena Mountains					-
    Dambrathan	Half-Elves and Humans of Dambrath							X
    Dark Folk	Dark creepers, dark slayers, and dark stalkers (creatures of the Dark Folk subtype.)	X
    Draconic	Dragons, Reptilian Humanoids								X
    Drow Sign Lang.	Secret Drow Language, typically raiding and scouting parties				X
    Druidic 	Druids Only										X
    Durpari		Humans of the Golden Way								X
    Dwarven		Dwarves, Humans of the Underdark (Old Shalantar)					X
    D'ziriak	D'ziriak										X
    Elven		Elves, Drow, and some Half-Elves							X
    Giant 		Cyclopses, Ettins, Giants, Ogres, Taer, Trolls						X
    Gnome		Gnomes											X
    Goblin		Bugbears, Goblins, Hobgoblins, other Goblinoids						X
    Gnoll		Gnolls											X
    Grippli		Grippli											X
    Halfling	Halflings										X
    Halruaan	Humans of Halruaa, Nimbral								X
    Ignan		Fire-Based elemental creatures								X
    Illuskan	Various Races of the High Forest, Moonshae Isles, the North, Silver Marches,		X
    		Silverymoon, the Sword Coast, Uthgardt Tribesfolk					-
    Infernal	Devils and other Lawful Evil Outsiders							X
    Kir-Lanan	Kir-Lanan of the Far Hills								X
    Kuo-toa		Kuo-Toa											X
    Lantanese	Gnomes and Humans of Lantan								X
    Midani		Humans of the Anarouch Region								X
    Mulhorandi	Humans and Planetouched of Mulhorand, Thay						X
    Netherese	Humans of the Shadowvar									X
    Necril		Undead											X
    Orc		Orcs, Half-Orcs										X
    Protean		Proteans										X
    Rashemi		Various Races of the Ashane, Hordelands, Ranshemi					X
    Roushoum	Deep Imiskari of the Underdark (Deep Imaskar)						X
    Serusan		Aquatic Elves and Various Half-Elves of the Dragon Coast, Inner Sea			X
    Shaaran		Halflings and Humans of the Channath Vale, Lake of Steam, the Shaar			X
    Shou		Humans of the Shou Experiate								X
    Sphinx		Sphinxes										X
    Sylvan		Centaurs, Fey Creatures, Plant creatures, Unicorns, Wemics				X
    Tashalan	Humans of Lapaliiya, Tashalar, Thindol							X
    Terran		Earth-Based elemental creatures, Grimlocks of the Underdark (Reeshov)			X
    Tethyran	Humans of the Dragon Coast, Tethyr, Western Heartlands					X
    Treant		Treants											X
    Tuigan		Humans of the Hordelands								X
    Turmic		Dwarves and Humans of Turmish								X
    Uluik		Dwarves and Humans of the Great Glacier							X
    Untheric	Humans and Planetouched of Unther, Wizard's Reach					X
    Undercommon 	Drow, Duergar, Gloamings, Grimlocks, Morlocks, Svirfneblin				X
    Vegepygmy	Vegepygmies										X
    Yuan-Ti		X											X
    Last edited by Neoxenok; 2021-03-08 at 11:45 PM.

  5. - Top - End - #155
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    Default Re: Finding your Path in the Forgotten Realms 2: Still Looking

    Love the economic rules.

    I'm curious as to your reasoning on the buying/selling timeframe. Why not just make it a Gather Info/Knowledge local/Diplomacy check?

    Let's say you want to buy/sell 100k in items as a 10th level party. That's 100 days. 3 months. This is actually more time than crafting items of equal value.

    Let's say you go to a big city, where most of this happens in-game. There are probably under 100 people in a city of 25k+, even in a place like Waterdeep, who can buy or sell that level of magic merch. Then there are merchant guilds, thieves guilds the rogue can contact, etc. Travel time notwithstanding, I don't think it should take you that long if you are close to a city that size and/or can teleport. Maybe a day or week tops in the city itself. Even buying/selling 1-10k eliminates 90%+ of any place you visit. That has to speed it up some yeah?

    In my current PF game I'm the party crafter and I use most of my downtime when we travel to craft/upgrade for the group. I just get everyone to tell me what they want, I do the math, give to DM and he checks it. I love PF crafting rules and have convinced my 3.5 DMs to use it.
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  6. - Top - End - #156
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    Default Re: Finding your Path in the Forgotten Realms 2: Still Looking

    Quote Originally Posted by Zaile View Post
    Love the economic rules.
    Thanks.

    Quote Originally Posted by Zaile View Post
    I'm curious as to your reasoning on the buying/selling timeframe. Why not just make it a Gather Info/Knowledge local/Diplomacy check?
    Well, the existing pathfinder rules state the following:

    "There is a 75% chance that any item of that value or lower can be found for sale with little effort in that community. In addition, the community has a number of other items for sale. These items are randomly determined and are broken down by category (minor, medium, or major). After determining the number of items available in each category, refer to Table: Random Magic Item Generation to determine the type of each item (potion, scroll, ring, weapon, etc.) before moving on to the individual charts to determine the exact item. Reroll any items that fall below the community’s base value."

    For the record "that value" refers to the base community value, which I also use in this houserule. In summation, items higher than that value are rolled to determine what they are from the random treasure generation table. That means that items OTHER than what the DM rolls from that table is unavailable and a 3/4 chance of being available if it falls under that value.

    The addition of the time frame shortcuts that question of availability (and need for the dm to roll a bunch of items) from the random magic item generation table. The time frame I devised for this houserule is a mostly 1-1 convertion of the time it takes to craft magic items, so an item worth 100k will take 100 days to find to purchase or craft (except crafting halves the cost of the item).

    Quote Originally Posted by Zaile View Post
    Let's say you want to buy/sell 100k in items as a 10th level party. That's 100 days. 3 months. This is actually more time than crafting items of equal value.
    That's patently untrue. Crafting 100,000gp worth of magic items requires 100 days.
    Buying and selling items through the core pathfinder rules would also be a mess of rolling the 75% chance that a particular item is available (if at or below the base community value) and only a specific listed set of items are available period if above that value.
    The rules appear virtually nonexistent on selling items other than that they sell at half their value. I've known a lot of DMs to take issue with this because, even in a metropolis, selling 100k worth of treasure is dumping a LOT of money into a single city all at once and that creates a host of issues for anyone with even a passing understanding of economics - it contributes to the idea of "the video game magic shop" where an entire kingdom's worth of money can be exchanged in a day.

    What my houserule does is shortcut all of those issues and allow for dedicated party capitalists to add their value to the group as well as reduce that time and item buying price, and increase the selling price of items being sold. It plainly states the requirements and outcomes and gives a clear roadmap of finding the items the players wants. The idea behind all of this is not only eliminate these issues but allow players to deal with this outside of a game session entirely.

    Quote Originally Posted by Zaile View Post
    Let's say you go to a big city, where most of this happens in-game. There are probably under 100 people in a city of 25k+, even in a place like Waterdeep, who can buy or sell that level of magic merch. Then there are merchant guilds, thieves guilds the rogue can contact, etc. Travel time notwithstanding, I don't think it should take you that long if you are close to a city that size and/or can teleport. Maybe a day or week tops in the city itself. Even buying/selling 1-10k eliminates 90%+ of any place you visit. That has to speed it up some yeah?
    Well, this is where the 3rd section of the houserule comes in and why metropolises have their 32k base value. If you follow my rules, you could argue that Waterdeep is a particularly wealthy metropolis and apply the "wealthy city" modifier that doubles the base community value to 64k and halves the time to 2k/day for items of 64k and below or 1k/day for high value items before factoring in the haggling skills that can reduce the time requirements further and add additional discounts.

    You also have to consider that those 100 people aren't always going to be the same people and what they're willing to buy and sell is going to be fluid for a variety of reasons.

    I think what can't be understated here is that an 8,000gp magic item, for example, is extremely expensive and costs more than most of Faerun's citizens make in their lifetime. It makes sense that such items would be hard to find in all but the largest cities.

    Quote Originally Posted by Zaile View Post
    In my current PF game I'm the party crafter and I use most of my downtime when we travel to craft/upgrade for the group. I just get everyone to tell me what they want, I do the math, give to DM and he checks it. I love PF crafting rules and have convinced my 3.5 DMs to use it.
    Well, this rule works with my DMing style because I've noticed in PF adventure paths that there is essentially no time to actually sit down and do any crafting and any buying and selling is done basically RE4 style with individual merchants. Perhaps that's just my current DM, but downtime in or between adventures just doesn't seem to be a thing in published adventures unless a DM deliberately puts it there. We've done
    Since I don't use published adventures, my players often actually have downtime to do things like this.

    Most DMs in my experience otherwise just seem to handwave time when it comes to buying and selling things, so the only real advantage to crafting is the 1/2 price but then when are you going to find time to spend 102 days upgrading your +7 weapon to +10 when you can just find the weapon at the next shop? How many DMs still complain about the lack of "specialness" or rarity of powerful magic items given the above (even though the rules state that such items are rarely available) - putting them in the position of just telling their players "no, the item isn't available (and there are no rules as to saying when or how it can become available).

    It's just... a mess in many ways and this aims to clean all of that up.
    Last edited by Neoxenok; 2021-03-02 at 03:45 PM.
    Currently working on Finding the Path in the Forgotten Realms as a massive conversion of the forgotten realms campaign setting (circa 3.5 edition and prior) into pathfinder 1st edition (as I've no interest in 2nd edition).

    Please, if you have an opinion, feel free to meander over to my thread in the link above and post a comment. Thank you.

  7. - Top - End - #157
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    Default Re: Finding your Path in the Forgotten Realms 2: Still Looking

    Quote Originally Posted by Neoxenok View Post
    Thanks.


    Well, the existing pathfinder rules state the following:

    "There is a 75% chance that any item of that value or lower can be found for sale with little effort in that community. In addition, the community has a number of other items for sale. These items are randomly determined and are broken down by category (minor, medium, or major). After determining the number of items available in each category, refer to Table: Random Magic Item Generation to determine the type of each item (potion, scroll, ring, weapon, etc.) before moving on to the individual charts to determine the exact item. Reroll any items that fall below the community’s base value."

    For the record "that value" refers to the base community value, which I also use in this houserule. In summation, items higher than that value are rolled to determine what they are from the random treasure generation table. That means that items OTHER than what the DM rolls from that table is unavailable and a 3/4 chance of being available if it falls under that value.

    The addition of the time frame shortcuts that question of availability (and need for the dm to roll a bunch of items) from the random magic item generation table. The time frame I devised for this houserule is a mostly 1-1 convertion of the time it takes to craft magic items, so an item worth 100k will take 100 days to find to purchase or craft (except crafting halves the cost of the item).


    That's patently untrue. Crafting 100,000gp worth of magic items requires 100 days.
    Buying and selling items through the core pathfinder rules would also be a mess of rolling the 75% chance that a particular item is available (if at or below the base community value) and only a specific listed set of items are available period if above that value.
    The rules appear virtually nonexistent on selling items other than that they sell at half their value. I've known a lot of DMs to take issue with this because, even in a metropolis, selling 100k worth of treasure is dumping a LOT of money into a single city all at once and that creates a host of issues for anyone with even a passing understanding of economics - it contributes to the idea of "the video game magic shop" where an entire kingdom's worth of money can be exchanged in a day.

    What my houserule does is shortcut all of those issues and allow for dedicated party capitalists to add their value to the group as well as reduce that time and item buying price, and increase the selling price of items being sold. It plainly states the requirements and outcomes and gives a clear roadmap of finding the items the players wants. The idea behind all of this is not only eliminate these issues but allow players to deal with this outside of a game session entirely.


    Well, this is where the 3rd section of the houserule comes in and why metropolises have their 32k base value. If you follow my rules, you could argue that Waterdeep is a particularly wealthy metropolis and apply the "wealthy city" modifier that doubles the base community value to 64k and halves the time to 2k/day for items of 64k and below or 1k/day for high value items before factoring in the haggling skills that can reduce the time requirements further and add additional discounts.

    You also have to consider that those 100 people aren't always going to be the same people and what they're willing to buy and sell is going to be fluid for a variety of reasons.

    I think what can't be understated here is that an 8,000gp magic item, for example, is extremely expensive and costs more than most of Faerun's citizens make in their lifetime. It makes sense that such items would be hard to find in all but the largest cities.



    Well, this rule works with my DMing style because I've noticed in PF adventure paths that there is essentially no time to actually sit down and do any crafting and any buying and selling is done basically RE4 style with individual merchants. Perhaps that's just my current DM, but downtime in or between adventures just doesn't seem to be a thing in published adventures unless a DM deliberately puts it there. We've done
    Since I don't use published adventures, my players often actually have downtime to do things like this.

    Most DMs in my experience otherwise just seem to handwave time when it comes to buying and selling things, so the only real advantage to crafting is the 1/2 price but then when are you going to find time to spend 102 days upgrading your +7 weapon to +10 when you can just find the weapon at the next shop? How many DMs still complain about the lack of "specialness" or rarity of powerful magic items given the above (even though the rules state that such items are rarely available) - putting them in the position of just telling their players "no, the item isn't available (and there are no rules as to saying when or how it can become available).

    It's just... a mess in many ways and this aims to clean all of that up.
    All makes sense. I need to go over these tables some more, you did a lot of good work. Really good work on all this. I can see why works out pretty well for you.

    Edit: It's late. With assistance or a valet familiar, you halve that time, so you are down to 50 days with any help.
    Last edited by Zaile; 2021-03-04 at 03:58 AM.
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    Default Re: Finding your Path in the Forgotten Realms 2: Still Looking

    Quote Originally Posted by Zaile View Post
    Edit: It's late. With assistance or a valet familiar, you halve that time, so you are down to 50 days with any help.
    One character with 10 ranks in appraise, bluff , diplomacy (or profession Merchant), knowledge (local), and sense motive can reduce the time to 50 days anyway.

    Five characters, each with 10 ranks divided among those 5 skills can reduce all that to ten days. This is assuming each person has, at most, a 20k portion of treasure, as five characters cannot divide time like this for a single 100k value item, but they can collaborate if a single character lack ranks in all five skills, so a +5 holy weapon wod still take 99 days to sell before factoring in the reduction from skill ranks.

    This assumes a wealthy city because 100k triggers the "high value" modifier that doubles the time required in a standard metropolis and time required is considered for the treasure before selling it.
    So 100k worth of art, in a standard metropolis, would take 200 days. If 3 10th level characters each with 10 ranks in all 5 skills chose to collaborate to sell all of the items, then, that would mean
    200 days -50 days (skill ranks) ÷ 3 (3 people) for 50 days each.

    I hadn't considered multi-character collaboration so I haven't yet spelled out the rules in the post but I will ad# these rules when I get the chance.
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    Default Traits of the Forgotten Realms (Religion)

    Religion Traits of the Forgotten Realms

    Religion traits indicate that your character has an established faith in a specific deity. Characters need not be a member of a class that can wield divine power to pick a religion trait, but you do have to have a patron deity and have some amount of religion in your background to justify this trait. Unlike the other categories of traits, religion traits can go away if you abandon your religion, though you can gain another should you regain your faith or you can select another in its place should you gain another faith.

    Gift of Discernment [Religion]
    Source: Player's Guide to Faerun
    You are gifted by the divine with a conscience that guides your actions.
    Prerequisite Patron Deity or Religion: Any
    Benefit: You can take a moment (a free action) to contemplate an action you are about to perform and you can discern if this action would adversely affect your alignment or your standing with your deity. This effect is identical to the phylactery of faithfulness. You can perform this ability as an immediate action if you succeed a DC 12 wisdom check.

    Liira's Blessing [Religion]
    Source: Player's Guide to Faerun
    You are blessed by the Goddess of Freedom, making you more difficult to restrain.
    Prerequisite Patron Deity or Religion: Liira
    Benefit: You gain a +1 trait bonus to all escape artist checks and to all saving throws against any effect that would cause you to become entangled, held, or paralyzed.

    Spider Bite [Religion]
    Source: Player's Guide to Faerun
    Your ambition and ruthlessness has garnered the blessing of the Spider Queen.
    Prerequisite Patron Deity or Religion: Lolth
    Benefit: Your saliva has become poisonous with a venom known as the "Drow's Promise". A number of times per day equal to your Constitution modifier (minimum 1/day), you can envenom a weapon that it wields with toxic saliva. Applying this venom in this way is a swift action. This venom is inflicted through injury or ingestion. Save Fort DC 10 + 1/2 the user’s Hit Dice + the user’s Constitution modifier; frequency 1/round for 6 rounds; effect 1d2 Str; cure 1 save.

    Touch of Hate [Religion]
    Source: Player's Guide to Faerun
    Through Bane's favor, you have gained the ability to transform animals into loyal minions.
    Prerequisite Patron Deity or Religion: Bane
    Benefit: A number of times per day equal to your wisdom modifier (minimum 1), you can transform a touched animal into a Beast of Bane for one minute per hit dice you possess. Unwilling animals can resist this transformation with a fortitude saving throw (DC 10 + Half your Hit Dice + Your Wisdom Modifier). Transformed animals become friendly to you as though charmed by the charm animal spell and hostile to any creature that isn't another Beast of Bane.
    Transformed creatures gain a +1 trait bonus to all damage rolls and a +1 trait bonus to all saving throws versus fear, pain, and poison. Creatures killed by a Beast of Bane are treated as having been killed by a death effect.
    A Beast of Bane transformation can be made permanent with the permanency spell upon a willing animal as though it were a first level spell (minimum caster level 9th and a cost of 2,500 gp). Beasts of Bane forced to perform actions against its nature receive a new saving throw (+1 per attempt within the previous 24 hours) to break the transformation.

    Regional Traits of the Forgotten Realms
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    Default The Black Blood Hunter (Shifter Archetype)

    Black Blood Hunter (Shifter Archetype)
    The People of the Blood Blood are lycantheropes united only by their reverence for Malar, the Beastlord. The credo of the church of Malar is "survival of the fittest and winnow the weak" and the People of the Black Blood take this very seriously. This is a dispassionate sort of evil though the god grants favor to those that force their lessers into submission through rape, torture, and other vile acts.
    Black blood hunters have no organizational structure. Some bands of People of the Black Blood include hunters; others do not. Some of the hunters have risen to leadership of their packs, while others wish only to participate in the hunt.

    • Dark Patron: Black Blood Hunters all gain their power through their faith, followings, and teachings of a specific deity. All Black Blood Hunters must have Malar as a patron deity and must possess a neutral evil or chaotic evil alignment. If a shifter looses Malar as their patron deity or shifts to an alignment other than chaotic evil or neutral evil, then they loose all benefits of this archetype and become ex-shifters. This archetype can be regained through atonement.
    • Lycanthropic Aspect (Su): The Black Blood Hunter selects one aspect and that becomes the Black Blood Hunter's sole aspect that they are able to gain.

      At 2nd level and higher, they gain DR/Magic or Silver equal to half their shifter level. At 5th level, this improves to DR/Silver. At 10th level, this becomes DR/Good and Silver.

      At 15th level, the Black Blood Hunter gains Fast Healing 1 when transformed into their hybrid form (see Greater Lycanthropic Aspect). At 20th level, this improves to Regeneration 1. This regeneration can be overcome by attacks using blessed weapons, silver weapons, or spells with the [Good] or [Lawful] descriptor.

      Additionally, a Black Blood Hunter becomes immune to the lycanthrope’s curse of lycanthropy.
      This ability modifies and replaces the shifter aspect ability gained level one as well as the second, third, forth, and final shifter aspect abilities gained at levels 5, 10, 15, and 20. In addition, the shifter does not gain light or medium armor proficiency nor shield proficiency.
    • Lycanthropic Empathy (Ex): As the shifter's Wild Empathy class feature, except they gain a +4 bonus on wild empathy checks with the type of animal she chose for her lycanthrope aspect.
    • Greater Lycanthropic Aspect (Su): At 4th level, the Black Blood Hunter can assume only the form of an animal of the same type as her lycanthropic aspect. However, instead of assuming a major form, she assumes a hybrid form that mixes the traits of her natural form and the major form of her aspect. While in a hybrid form, she gain a +2 bonus to her Strength score, a +2 natural armor bonus to her AC, and all of the natural attacks and abilities listed by her major form. A black blood hunter also counts as being in her natural form for the purpose of determining whether she can extend her shifter claws. A black blood hunter’s hybrid form is roughly the same size and shape as her natural form, albeit with bestial qualities such as digitigrade legs or shaggy fur, so her equipment does not merge into her new form when she shifts between her natural form and hybrid form. This otherwise counts as assuming a major form using wild shape.

      This alters wild shape.
    • Greater Hybrid Form: At 9th level, the hybrid form of the Black Blood Hunter improves, granting a +2 bonus to strength, dexterity, and constitution while transformed into their hyrbid form.
      This ability replaces the shifter's chimeric aspect ability normally gained at level 9.
    • Superior Hybrid Form: At 14th level, the hybrid form of the Black Blood Hunter improves, granting a +4 bonus to strength, dexterity, and constitution while transformed into their hyrbid form, increasing the bonuses granted by greater hybrid form by 2. In addition, this improved hybrid form's natural armor improves by 2.
      This ability replaces the shifter's greater chimeric aspect ability normally gained at level 14.
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    Default Celebrant of Sharess (Bard Archetype)

    Celebrant of Sharess (Bard Archetype)
    Sharess is a paradoxical deity. Originally, she was a war goddess of the Mulhorandi pantheon—a champion in the war against Set and his forces of evil. Now, however, she is a goddess of passion and sex who is more often referred to as the Festhall Madam than as the Foe of Set. Most of her priests forget her glorious past and spend their time running brothels and celebrating the Endless Revel of Life, a nearly constant parade of festivals in their goddess’s honor.
    celebrants of Sharess are different. They do not neglect Sharess in her present aspect as the goddess of pleasure and lust, but neither do they forget the ancient Foe of Set, who was Anhur’s lieutenant. Celebrants of Sharess are seducers and warriors, hedonists and pious champions of good. While many of the goddess’s followers are chaotic neutral and some even lean toward evil, the celebrants are an ever-present reminder that evil is the enemy, and that pleasure is to be enjoyed and shared with all as an act of good.
    Though celebrants of Sharess are not clerics, in many ways they represent a truer embodiment of their deity’s nature than many of her clerics do.

    • Patron of Sharess: Celebrants of Sharess all gain their power through their faith, followings, and teachings of a specific deity. All Celebrants of Sharess must have Sharess as a patron deity and must possess one of the following alignments: Chaotic Good and Neutral Good. If a Celebrant of Sharess looses Sharess as their patron deity or shifts to an inappropriate alignemnt, then they loose all benefits of this archetype. This archetype can be regained through atonement.
    • Vow of Purity: Celebrants of Sharess must avoid all contact with dead creatures, including meat cooked for food. You may touch dead characters in order to restore them to life (by way of a raise dead or similar spell that requires you to touch the corpse), but for no other purpose. If you fight undead creatures or accidentally touch dead flesh, you must purify yourself in a special ritual that requires 1 hour and a flask of holy water. If you intentionally break your vow, you immediately and irrevocably lose the benefits of this archetype. If you break your vow as a result of magical compulsion, you lose the benefit of this archetype until you perform a suitable penance and receive an atonement spell.
    • Specialized Knowledge (Ex): A Celebrant of Sharess adds half her class level (minimum 1) to all Knowledge (History, Local-Mulhorand, and Religion) skill checks and may make these Knowledge skill checks untrained. In addition, a Celebrant of Sharess can make any knowledge check with a +4 bonus to that knowledge skill check as it pertains to the Church of Set and that check can be made untrained.
      This ability modifies and replaces Bardic Knowledge.
    • Feline Familiar (Ex): At 1st level, Celebrants of Sharess form a powerful bond with a cat. This ability works as the Arcane Bond ability of the wizard, except the Celebrant of Sharess must select a familiar and that familiar must be a cat.
    • Flirtation (Su): At first level, the Celebrant of Sharess gains the ability to weaponize their sensuality and keep the attention of creatures upon them. This ability works as Fascinate does, except that your ability to distract the affected creatures increases. At third level, the penalty to reactions that Fascinate causes increases by 1 (to a -5 to all reactionary checks.) This penalty increases again by 1 every four levels thereafter to a maximum of -10 at 19th level.
      This ability modifies Fascinate and replaces Inspire Competence.
    • Fury of the Tigress (Su): Celebrants of Sharess gain the power and fury of a tigress. Starting at 5th level, you can enter the Fury of the Tigress for a number of rounds equal to 12 plus the Celebrant of Sharess' constitution modifier. At each level after fifth, she can use the ability for two additional rounds. Temporary increases to Constitution, such as those gained spells like bear’s endurance, do not increase the total number of rounds that you can use Fury of the Tigress. A Celebrant of Sharess can enter a Fury of the Tigress as a free action. The total number of rounds of Fury per day is renewed after resting for 8 hours, although these hours do not need to be consecutive.

      While in the Fury of the Tigress, the Celebrant of Sharess grows claws that are treated as natural weapons, allowing you to make two claw attacks as a full attack action using your full base attack bonus. These attacks deal 1d4 points of damage each (1d3 if you are Small) plus your Strength modifier. In addition to this benefit, you gain a +2 morale bonus to all damage rolls and will saving throws against fear. These claws are considered magic weapons for the purpose of overcoming DR. At 11th level, the damage increases by one step to 1d6 points of damage (1d4 if you are Small). At 17th level, these claws can overcome damage reduction as though they were chaotic and good weapons. While in the Fury of the Tigress state, a Celebrant of Sharess cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. This includes the Celebrant's Bardic Performance.

      A Celebrant of Sharess can end the Fury of the Tigress as a free action but becomes fatigued for a number of rounds equal to twice the number of rounds spent in the Fury of the Tigress. A Celebrant of Sharess cannot enter a new Fury of the Tigress state while fatigued or exhausted but can otherwise enter this state multiple times during a single encounter or combat.
      This ability replaces the bard's lore master ability gained at 5th, 11th, and 17th level.
    • Inspire Desire (Su): At 9th level as a standard action, the Celebrant of Sharess can use her Flirtation ability to inspire one target to fall deeply in love with a designated target (or the next appropriate target seen if one is not designated.) The subject takes any opportunity to be near the object of its affection and makes every effort to win that creature's love. The target must have initially failed their will saving throw against the Celebrant of Sharess' Flirtation and must fail a new will saving throw in order to suffer the effects of this ability. A successful saving throw negates the inspire desire but does not break the flirtation effect. Once affected, the target suffers its effects for as long as the Celebrant of Sharess maintains the Flirtation effect.
      Inspire desire is an compulsion, mind-affecting ability that relies on audible and visual components.
      This ability replaces the Bard's Inspire Greatness ability gained at 9th level.
    • Pounce of the Tigress (Su): At 11th level, when the Celebrant is in a Fury of the Tigress state, she can make a full attack at the end of a charge. If attacking with claws and both claw attacks are successful, she can make a rake attack at the same attack bonus to deal 2d6 damage plus 1 1/2 times your strength modifier. The morale bonus to damage provided by the Fury of the Tigress ability also applies to this rake attack as well. This rake is considered a claw attack for the purposes of the the Celebrant of Sharess' ability to penetrate damage reduction.
    • Hymn of Sanctuary (Su): At 12th level, the Celebrant of Sharess and up to one ally per three levels is protected from attacks in a manner similar to the effect of the sanctuary spell. Any opponent attempting to strike or otherwise directily attack the celebrant or any of her allies, even with a targeted spell, must attempt a Will save (DC 10 + Half the Celebrant of Sharess' Class Level (rounded down) + the Celebrant of Sharess' Charisma Modifier). Success means the opponent can attack normally. If the save fails, the opponent can't follow through with the attack and that part of its action is lost. The opponent can't directly affect the celebrant or her allies for the duration of the effect. Creatures not attempting to attack remain unaffected. This effect does not prevent opponentes from using area or effect spells that would harm the celebrant or her allies. If the celebrant attacks another creature, or her allies do so, the sanctuary effect is broken.
      Undead creatures recieve a -4 penalty to their saving throws against this ability.
      This performance includes both audible and visual components.
      This ability replaces the bard's Soothing Performance gained at 12th level.
    • Inspire Lust (Su): At 15th level, the Celebrant gains the ability to inspire lust in a target. This works as the Inspire Desire ability except the target seeks any opportunity to become physically intimate with the specified creaure, short of causing it physical harm. Inspire lust is an compulsion, mind-affecting ability that relies on audible and visual components.
      This ability replaces the Bard's Inspire Heroics ability gained at 15th level.
    • Swiftness of the Tigress (Su): At 17th level, the Celebrant of Sharess gains the benefit of haste any time they are in the Fury of the Tigress state.
    • Hedonist Revel (Su): At 18th level, the Celebrant of Sharess gains the ability to affect multiple opponents with Inspire Desire and Inspire Lust, allowing you to simultaneously affect any number of creatures that she has already fascinated.
      Hedonist Revel is an compulsion, mind-affecting ability that relies on audible and visual components.
      This ability replaces the bard's Mass Suggestion gained at 18th level.
    Last edited by Neoxenok; 2022-04-27 at 09:39 AM.

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