kigmatzomat
Legend
The return on items varies on the route.
From "Bob the rich merchant" they get 50%, take it or leave it. Magic items sell slowly (few have the cash) and you have a lot of effort to protect them.
A divine caster can use his temple as a clearing house for most (but not all) items, getting closer to 60% list due to the fact the temple likely already has magic items they safeguard. (This is one of those things you don't get for being a cleric of "Good")
Wizards guilds often act as clearing houses for items, ensuring payment and safety between members. Items sell for 75% list and are bought for 85% list, with 10% going to the guild. Members can buy common item creation components for 50% list (that being stuff the guild bought off of non-guildmember adventurers for the normal 50% price.)
Lastly, the players can wait for a large city's annual fair (typically spring, mid-summer, or fall) and set up shop for a week or three. They can then negotiate for items. Negotiations start at 50% and are opposed bluff/sense motive rolls. The winner shifts the cost 1% for every point they exceed the opponent to the max acceptable (nothing will sell for free and only an idiot will sell a +1 magic sword for 10gp or pay 30,000gp). I generally assume a buyer has a skill total of +1/1,000gp in the item with the assumption that most buyers are the factors of nobles, churches, or other cash-rich organizations that are smart enough to have designated buyers.
From "Bob the rich merchant" they get 50%, take it or leave it. Magic items sell slowly (few have the cash) and you have a lot of effort to protect them.
A divine caster can use his temple as a clearing house for most (but not all) items, getting closer to 60% list due to the fact the temple likely already has magic items they safeguard. (This is one of those things you don't get for being a cleric of "Good")
Wizards guilds often act as clearing houses for items, ensuring payment and safety between members. Items sell for 75% list and are bought for 85% list, with 10% going to the guild. Members can buy common item creation components for 50% list (that being stuff the guild bought off of non-guildmember adventurers for the normal 50% price.)
Lastly, the players can wait for a large city's annual fair (typically spring, mid-summer, or fall) and set up shop for a week or three. They can then negotiate for items. Negotiations start at 50% and are opposed bluff/sense motive rolls. The winner shifts the cost 1% for every point they exceed the opponent to the max acceptable (nothing will sell for free and only an idiot will sell a +1 magic sword for 10gp or pay 30,000gp). I generally assume a buyer has a skill total of +1/1,000gp in the item with the assumption that most buyers are the factors of nobles, churches, or other cash-rich organizations that are smart enough to have designated buyers.