Making Cash.. WooWoo!

I'd use bastard sword + shield. As a fighter you got enough feats for the Exotic Weapon Proficiency to not hurt your progression too much and the shield is very good additional protection.

And you can always opt to fight without a shield and use the bastard sword in both hands, 1d10 is not that much less than 2d6 after all.

Bye
Thanee
 

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all depends on if you are trying to make cash legally or quickly.

Have your spellcasters start using their Scribe Scroll and Brew Potion feats and set up a mobile shop. at 12.5gp profit per 1st level spell at CL 1. Seven scrolls a week...87.5gp per week profit for healing scrolls, double that for potions. Not bad for a weeks work sitting around in a town.

Just gotta make sure there is a market for the spells.
 

Assuming there are people in town prepared to pay then cantrips can provide easy cash, albeit in small amounts.

Mending is ideal. though you'll be unlikly to be able to charge 5pg a go (price per casting as per PHB) unless you can find objects that weight less than 1lb that are expensive, unless they have sentimental or artistic value - broken vases, torn paintings or masterworked items. If you cleric has 2nd level spells then Make Whole can repair much larger objects, like looms, tapestries, farm equipment, a cog in a mill, at up to 60gp a time.

Clerics could also perform augury's for locals who can afford the service, though it costs an extra 25gp for the material component which makes it 85gp a time, and only helps for something that will happen in the next 1/2 hour, a marrige proposal is the only thing that springs to mind.

Continual Flames can be sold for a decent profit, and if nothing else you might be able to runa few childrens parties using prestidigitation :)

And of course anyone who can afford these services gets marked by the rogue.
 

You have all sorts of skills the avergae person doesn't have.

The mending idea above is good. Look at the spells you might not normally use and use them. Do things in trade offer X spell for an item that you might later sell or use.

Trade is better as many small village/towns may not have ready money sitting about.

Healing for money is good.

Offer to train local militia in fighting techniques.

Bard's can always sing and monks can tumble for money.

Lost of things you can do. See if any one needs things delivered to the next city. See whati s local that the city may not have especially spices or rare food stuffs.

Just use your imagination and take a good look over your skill list and spell list.

later
 

Shallown said:
[...]and monks can tumble for money.

Indeed, if you have a monk, he could get a bunch of his monk buddies, start a soccer team, win the championship against team Evil, and become filthy rich.

Monks are very good at playing soccer.

;)
 


At low levels, magic items and selling spells are the best. Craft: alchemy is always fun, and so is perform, slight of hand, and possibly tumble. At higher levels, you can build your own town. Do you know how much can make with move earth, wall of stone, and stone shape? You could build a competing inn in a short time.
 

What Thanee said:

Kill things and take their stuff.

Then, as an optional 3rd step, sell that stuff to someone else in exchange for goods or services.
 

Just to catch your DM off-guard, you could sell experience points. Find local magical item crafters and offer to let them use your character's XP to craft their next items. Should fetch a fair price!
 

Sell your services. Help people do their work (but don't expect too much for it unless you do magic) or entertain them (in whatever way you're able and they want to be entertained in).

Then there's always blackmailing, or, if you don't want to do that, extortion ;-) Between all your talents, you'll find a way to get sensitive information.
 

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