Making Cash.. WooWoo!

PrinceZane

First Post
I've been playing for a little bit now, and we all started to start over. Level 1 and everything. Well, every party I've been in has started level 8-10'ish with a chunk of cash to get started with. Restarting w/ just the starting package and stuff makes things really interesting. However, funding is getting to be a problem. What is a good way to make some cash decently quick? ECL of the party is about 3 :P 'preciate it. :)
 

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Umm...for Adventurers the primary method of income tends to be, well, adventuring!
Here's some cash\loot-heavy options:

* Look-up the name of your local king, and send an offer to clear soem menace from his lands: goblins, orcs, etc...for a fee. Take their treasure, and get a reward.

* Try to find some ancient ruins inhabited by undead, then contact both a local church and a local wizard. Tell the wizard you are delving into the ruins and for a small fee, you will offer him first sale on any arcane artifacts (IE magic items). Then contact the church and make a similar offer about divine artifacts as well as a promise of vanquishing the unholy menaces below.

* Depending on the groups alignments, enslave a bard NPC and force him to perform in local bars and such until he has a reputation fo rgreatness, then force him to perform for kings and rich families...and keep the money for yourselves.

* Depending on the groups alignments, have one member kidnnap a local dignitary disguised (or polymorphed into) a goblin\kobold\orc, and then stealthily place him near the entrance to a goblin\kobold\orc cave (anywhere you know you can handle the creatures inside). Wait for him to be taken inside, and then once the famliy offers a reward for his return, go smash up the caves, take any treasure the creatures have, and return him for the reward.

* Depending on the groups alignment, use arcane\divine\psionic might to enslave the rulers of a small town mentally, and force them to legally turn the town over to your control. Set-up a tiny false democracy, and then have all members of the party elected to various high-level positions. Institute martial law enforced by mindless indead (or mentally dominated warriors who can't object) and turn the happy democratic city into a fascists city-state of slave labor..pick a good local products or two and force them to be mass produced, and retain 90% profit for yourselves.

See lots of options, and those are just in-game examples my group has used :)
 

Sorry, guess I should've elaborated. We just finished a quest, and we're in the process from moving from 1 city to the next. However, we're waiting on our exNPC's to come back to us from their tribe w/ "presants" (reward) for saving their tribe, blah blah. All we've pretty much come to do is use profession for small cash bits while we're waiting, but there's just not that much for that. I was wondering if maybe there was something to do (we have a week before they show up) to make some quick cash in town or something... (Btw, its a small farming type town, no magic shops, no clergy stuff, very small :P)
 

Well..to continue in the vein of my group, you could use your (arcane\divine\physical) might to take over the town, and collect unfair taxes every 6 hours for a week :)

then just move on....
 

LOL! As fun as that sounds.. and as tempting.. they do have a militia that apparently could kick our tails. I've already suggested just leveling the place, grab a wagon, and load it with everyone's possessions for when we get to the next town. DM said probably wouldn't make it alive *scratches head in confusion and shrugs* Just for conversation sake we've got a rogue, fighter, cleric, bard, wizard, and monk. What do you think: us -vs- the town guard (not sure anything of their weaponry, level, etc)

Also, just to get opinions, as a fighter, which would you say is better:

1. using a bastard sword/shield with bast sword weapon prof's feats
2. using 2 bastards w/ bast sword prof's and 2 weap fight feats
3. using greatsword w/ greatsword prof feats
 
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PrinceZane said:
. What do you think: us -vs- the town guard (not sure nything of their weaponry, level, etc)
If the DM says you will loose, you will loose. The captain may be 5th level easily, and a few retired adventures are certainly possible.

PrinceZane said:
Also, just to get opinions, as a fighter, which would you say is better:
1. using a bastard sword/shield with bast sword weapon prof's feats
2. using 2 bastards w/ bast sword prof's and 2 weap fight feats
3. using greatsword w/ greatsword prof feats

depends on character -
1. If he has a family crest or device then go with the sword and board.
magic shields are cheap, and +2 armor & +2 shields are cheaper than +3 armor.
2. not possible, your off hand must be a light weapon - +15 dex req for 2 weapon feat btw.
3. if you have power attack, high str, and good armor go with greatsword It does far more damage over life of PC
 


It doesn't have to be light. It's just that the attack penalty is bigger with two non-light weapons.

Basically, if you have mad attack bonuses, it might be worth it. But it's mostly a flavor thing.

The power gaming option for melee fighters does seem to be two-handed weapons since 3.5E.
 

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