| Post/Author/DateTime | Post |
|---|---|
| Demnogonis06-13-05, 01:51 AM | A new player just joined my group and he's playing a Rogue. He had a few questions for me that I couldn't answer, so I'm bringing them here to those wiser than I. First is, he was wanted to eventually get an item for his character. One of those gadgets that goes up the sleeves and hides cards or a dagger, and springs it out into the hand for ready use. Does an item like this exist in one of the books, and if so, which book (and how much does the item cost)? Secondly, he wants to do a little pickpocketing around town. Are there any rules for how much the average person might have on them or a random number I can roll? Any guidelines any DMs can give me on handling this? Thanks in advance for any help. |
| Breetai06-13-05, 02:52 AM | Ya know, newbies always come up with something out of left field that stumps us. As for the Item, I always like to think of mechanical devices in terms of a lock when measuring value. Simple 20gp Average 40gp Good 80gp Amazing 150gp Of course there will always be other variables (when does something qualify to have the cost of a spyglass 1000gp?) that effect the cost of the item but in this case it's probobly no more complicated than a simple lock to craft. As for pickpocketing around town at random (bad rouge) remember that in general he's picking the pockets of NPC classes who are locals and probobly keep thier money at home under a mattress. I'm almost certain there's no published stuff on it but here's what I'd go with: 2d4 copper per commoner level 2d4 silver per Warrior, Expert(Innkeepers and such) Level 2d4 gold per Aristocrat, Expert(Merchants and such) Level (Of course many Aristocrats and Experts(Merchants) will have expensive jewlery (probobly a total of 100gp/level is a good rule for these types) that would certainly be more valuable than thier purse. But naturally you need to take into account that Aristocrats hand high rolling merchants tend to be a little more paranoid but with good reason.) Take the table above and a d100: 00-11 is normal and 10-2 gets x10 and a 1 gets a x100 (who knows he may have caught them going to pay for rent) Now if he were a smart rouge he'd scope out the local merchants learn thier patterns (when they go to the local money changers) and pick his pockets conservativly and well thought out. Otherwise he's asking to get caught picking pockets at random. If he picks enough pockets one will probobly noticed, he'll eventually get a bad roll vs the commoner getting a 20. But on the other hand local thieves guilds will likely be doing the same thing and notice him making a hit they we're going to do one themselves and handle it in proper theives guild (Mafia) fasion. Just my 2 cents |
| Skrymir06-13-05, 04:01 AM | If you don't want to do some gnomish masterpiece of mechanical gadget, the arms&equipment guide holds a simple, non-mechanical version. It's a wrist sheath that comes up with 20gp. Compared to the price a mechanical gadget would cost, he should take this one ;) especially because there's just a bit more coolness in a mechanical one. Perhaps he wants to get the gadget because he thinks this would be equivalent to the quick draw feat. If this is the fact, the item would be much more expensive. I don't know a rule for determining the cost of an item that gives you a feat. This cost should be reduced because it's only apllied to one dagger. So if anyone knows a rule fitting to this, it would prove handy. |
| Demnogonis06-13-05, 11:17 PM | Thanks a lot to the both of you! Between your ideas and my tinkering of them, I've come up with some stuff that pleases both me and my player. Grand stuff, thanks again. :D -Demnogonis |
| MrkGrismer06-14-05, 03:17 PM | The easiest way to deal with pickpocketing (as far as I am concerned) is to assign a CR based on the 'mark' (target), make the DC appropriate (per the trap ECLs) for identifying a mark (use Search DC) and then for picking the pocket (replace Disable Device with Slight of Hand). If the thief fails by 5 or less he may retry at the indicated -10 (see Slight of Hand), but if he fails by more than 5 have it generate an encounter of the same level as the mark's CR (town guard or such, possibly just the mark if appropriately isolated). If the thief succeeds, roll standard treasure. Note that commners are normally only 1/2 CR (I believe). So cut the treasure in half (at least). |