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The Golden Touch

October 2nd, 2012

Alex Riggs

Extraordinary Feats Archive

            It’s Gold Week here at Necromancers of the Northwest, as we celebrate the thing that we all know, deep down, is the real reason why people brave the monsters, traps, and other perils of the adventuring life, however much they may talk about maidens fair and defending the realm from evil. At its heart, adventuring is about finding awesome loot, and then using that loot to buy even more awesome magical gear, which, in turn, allows you to kill bigger things with even more awesome loot.

            The following feats are designed with the entrepreneur in mind, and aim to make money itself a bit more exciting, and give you some other options for making huge piles of golden coins.

 

Good With Money
You have a knack for things relating to money.
Benefit: You gain a +2 bonus on Appraise checks, and on any Profession check made to make money. If you have 10 or more ranks in the skill in question, the bonus increases to +4.

 

Habitual Gambler
You gamble often enough to know how to make a living off of it.
Prerequisite: Profession (gambler) 1 rank
Benefit: You can make a special Profession (gambler) check to try to make money. Before making the check, you must declare the amount you wish to wager, which can be as much as 1,000 gp per rank in Profession (gambler) you possess. Once your wager is made, you make the roll. By default the DC for this check is 15, although the GM can choose to adjust the DC based on the difficulty of the game and/or opponent (generally, the higher the stakes, the more likely that winning will be difficult). For every 2 points by which you beat the DC, you make a 1% profit on the gamble. For every point by which you fail to beat the DC, however, you instead lose 10% of the money gambled (so a result of 14 on a gamble of 1,000 gp would still leave you with 900 gp, while a result of 25 on the same gamble would give you 1,100 gp).
            This check represents a full day of gambling, and so takes one day to perform.

 

Heirloom
You inherit an item of great value.
Benefit: You gain a single masterwork suit of armor or masterwork weapon worth no more than 1,000 gp. Alternatively, you gain a spellbook whose value (including the spells scribed therein) is worth no more than 1,000 gp.
Special: This feat cannot be retrained, even if the item is later lost, sold, or destroyed. This feat can always be selected at first level. At GM’s discretion, it can be taken at later levels, and more than once, as you receive such items as gifts from benefactors, or as inheritance from the death of distant relatives, etc.

 

Lucky Coin
You have a special coin that provides you with good luck.
Benefit: One of your coins is lucky. As long as you have that coin in your possession, once per day, you may choose to add +1 to any roll you make. You may choose whether or not to do so after the result of the roll is known.

 

Mercantilism
You are skilled at purchasing and selling trade goods for a profit.
Prerequisite: Profession (Merchant) 1 rank.
Benefit: You can make a special Profession (merchant) check (DC 20) in order to purchase goods specifically for the purpose of reselling them. You may choose to purchase any amount of the item, to a maximum value of 1,000 gp per rank you possess in Profession (merchant). For every 5 points by which this purchasing check exceeds the DC, you can purchase an additional 1,000 gp of trade goods per rank in Profession (merchant).
            You can then attempt to sell these goods with another Profession (merchant) check (DC 20). For every point by which you exceed the DC, you make a 1% profit (for example, if you bought 5,000 gp worth of trade goods, and then got a 23 on your second check, you would sell those goods for a total of 5,150 gp, leaving 150 gp in profit).
            It takes one day to make the purchasing check, and another day to make the selling check. This check can only be made in a place where there are people to buy and sell with.