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*Pathfinder & Starfinder
Question reegarding Craft (Armorsmithing) & Starting equipment
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<blockquote data-quote="Spatzimaus" data-source="post: 2576602" data-attributes="member: 3051"><p>My DM wanted to make a side campaign that started at 14th level. So, I made a 13th-level Psion that had spent the extra 14,000 XP making items and selling them (14,000 XP means market price of 350,000 GP, material cost half, so I made a profit of 175 kgp which added to the 110 or so you'd get for level 14). While I was a level below the rest in spellcasting, I had great items and a lot of spare cash. Before you scream "MUNCHKIN!!!": my first level was Aristocrat (yes, NPC class), I had Leadership to represent the merchant organization I was part of, and the last couple levels were of a custom 5-level PrC with very little spellcasting but a lot of Craft and item creation bonuses. The Wizard in the group handled raw power, I was more like the swiss army knife.</p><p></p><p>Now, having played something like that, I'd say to be VERY careful using money or equipment to balance a level difference. Equipment comes and goes; it can be stolen, it can be broken, or it could just not be at hand when the fighting starts. If the DM uses circumstances like that, the player feels unfairly targetted (it'd be like being a Wizard in a campaign where most fights take place in anti-magic fields). If he doesn't do stuff like that, though, many encounters become trivial. A few well-chosen 50-charge wands or utility items go a LONG way. Fill a Heward's Haversack with every cheap magic item in the game, then see how often they're useful.</p></blockquote><p></p>
[QUOTE="Spatzimaus, post: 2576602, member: 3051"] My DM wanted to make a side campaign that started at 14th level. So, I made a 13th-level Psion that had spent the extra 14,000 XP making items and selling them (14,000 XP means market price of 350,000 GP, material cost half, so I made a profit of 175 kgp which added to the 110 or so you'd get for level 14). While I was a level below the rest in spellcasting, I had great items and a lot of spare cash. Before you scream "MUNCHKIN!!!": my first level was Aristocrat (yes, NPC class), I had Leadership to represent the merchant organization I was part of, and the last couple levels were of a custom 5-level PrC with very little spellcasting but a lot of Craft and item creation bonuses. The Wizard in the group handled raw power, I was more like the swiss army knife. Now, having played something like that, I'd say to be VERY careful using money or equipment to balance a level difference. Equipment comes and goes; it can be stolen, it can be broken, or it could just not be at hand when the fighting starts. If the DM uses circumstances like that, the player feels unfairly targetted (it'd be like being a Wizard in a campaign where most fights take place in anti-magic fields). If he doesn't do stuff like that, though, many encounters become trivial. A few well-chosen 50-charge wands or utility items go a LONG way. Fill a Heward's Haversack with every cheap magic item in the game, then see how often they're useful. [/QUOTE]
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Question reegarding Craft (Armorsmithing) & Starting equipment
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