| Post/Author/DateTime | Post |
|---|---|
| Schiz06-22-06, 08:11 AM | my character is a human rogue. from his 16th age he stood on the market and sold items his father made (a weapon smith). he's now 26 and begins to travel. this character has a mule to drag all his weapons with him, to sell in the next village. although he doesn't have a stand on a market, he is a 'normal' traveling merchant. the rules say that when you sell a weapon, you get half of it's value. i understand that when the weapon is already used, nobody pays full price for a second-hand item. but lots of weapons he sells (and is going to sell) are stolen, new weapons. stolen in a different village or city. having a very high bluff (+10 on lvl 1) he tells people these aren't stolen (and succeeds most of the time). he also has a lots of skills in forgery, if he needs documents to stand on a market. what kind of skills, feats or other extra's do i need to be able to sell items for their full price? i mean, other merchants can sell them for that price too... *i didn't know what board i had to use... if this is the wrong one, sorry about that |
| ashcat_lt06-23-06, 12:10 AM | I don't think you'll find a satisfactory answer to this by the RAW. All of the following comes from the perspective of if I was you're DM. If this is the focus of the campaign: By all means, you can likely end up charging (and getting) somewhere close to market price for your items. However, you will not be keeping all of it. There will be loads of overhead. You can try to cut down on some of this using thieving skills. Keep in mind, though, that stealing things isn't free either. It takes time and resources, especially when people (victims, law enforcement, thief’s guild) are chasing you around. Then we'll have to figure out exactly how many sales you will make in a given day. I'd probably use Profession as a basis for the calculations. Possibly some synergy from Bluff, Diplomacy, Intimidation, magical coercion, etc. If this is not the focus of the campaign - the other players don't want to play a pure merchant campaign: Profession is all it takes. When you have downtime to invest in this work, you roll Profession checks and it'll tell you how much you make in how much time. Doesn't matter what you're selling or for how much. If you come up with really good ideas about cost cutting measures I would give you some kind of bonus based on the skills you would use in the process. You would sell individual items as normal. 50% of market value, unless you are able to Bluff or Diplomacy a better rate. You asked which skills you should invest in to be good at this. If you're really into being instrumental in both the "procurement" and "liquidation" of these items, you need just about every skill on the rogue list. Include the appropriate Profession. A rogue + bard team would be ideal for this. |
| Schiz06-27-06, 06:50 AM | My character is a Rogue with: 4 Appraise 4 Bluff 4 Diplomacy 4 Disguise 4 Forgery 4 Gather Information 4 Hide 4 Knowledge (local) 4 Sense Motive and got 4 left for any other skill (which would be profession then) i have a team mate which steals everything, and i talk our way out of it all. the game isn't focussed on the merchant part but is highly roleplay and almost no combat. he's a weapon merchant going on adventure to find the most exclusive. but at lower lvl's he just sells all the weapons of his fallen enemies (he has a mule which he can load everything on) i'm thinking of making rules for bluff or diplomacy DC for adding % to the price... 5 + DC 1 for every 2% i would like to add to the price. selling for 50% is always possible selling for 60% = DC 10 selling for 70% = DC 15 selling for 100% = DC 30 that way, a good merchant can sell for higher prices, even go to 110% at higher lvl's what do you think? |