Fixer's Shop
Fixer's Shop is a small piece of real estate located in one of the danker areas of Deathsgate. Run by the warforged Fixer and operated by his goblin assistant Blix, Fixer's Shop has very little in the way of inventory; a fact that his neighboring shops Dark Words (who specialize in scrolls) and Bottled Silver (who specialize in potions) use their connections to make sure of.
P0L said:
Nice, but I have to add that Fixer´s shop still has a very limited supply: Only scrolls and potions. That's all I can make yet. Tough He'd like to start a buy and sell of various magic items, Fixer still lacks the capital to do so. He wants to adventure to learn how to forge better items and to earn money for his business. Also, almost everything he made got sold just recently, he may still have a couple of scrolls (or it would be unbalancing for him to have a full stocked store) and that could account for the 1025gp capital that he starts with.
Fixer definitely does not have a fully stocked store. In fact, he sold all of his stock to a group of 5 adventurers recently. Realizing this, he decided to join them to get more funding. Currently, there is little there besides the shelves.
Operating the shop does come with expense, though. In that area of town, a permit to sell wares runs 1 sp. Taxes on the shop come to 4 gp a month. So, P0L, in order to keep the shop, you will need to subtract these values from your inventory.
P0L said:
When Fixer has to leave the shop, he leaves it in charge of Blix. Blix is his goblin assistant/apprentice/roommate. Fixer saved him from a wrongful accusation that was about to end in his lynching and now Blix is fiercely loyal to him. He also is remarkably intelligent and interested in the Artificer's way, tough he is still working towards level 1.
Blix, Male Goblin Expert 1: HP 6; Init +1; Spd 30 ft; AC 12 (touch 12, flat-footed 11); Base Attack +0; Grp -4; Atk +0 melee (1d4/1d4 quarterstaff); SA darkvision; AL NG; SV Fort +0, Ref +1, Will +2; Str 8, Dex 12, Con 10, Int 10, Wis 10, Cha 8.
Skills: Bluff +3, Craft (Armorsmith) +2, Craft (Weaponsmith) +2, Diplomacy +5, Hide +5, Knowledge (history) +4, Knowledge (local) +4, Profession (storekeeper) +4, Sense Motive +2
Feats: Negotiator
Languages: Common, Goblin
Possessions: clothing, quarterstaff
Blix is currently an NPC, and as such will pretty much remain at 1st level unless you gain the Leadership feat or some other method in-game to gain him as a follower.
P0L said:
I'd also like to discuss the possibility of using the shop to dispose of part of our eventual loot. Maybe the DM takes it and during the next adventure, when the items get bought he gives the party the full price. This would be a good compromise, I think. We get 100% instead of 50% for the items, but have to wait for them to be sold.
I like this idea... a nice way to handle getting rid of the more mundane loot. However, due to its location and relative clientele, any piece of equipment above 150 gp, any scroll above 2nd-level, or any potion above 1st-level is going to be really hard to get rid of. Now, there will be a chance to sell items better than described above, but the chance will only come from the fact that there is an adventurer's guild nearby. I will basically roll to determine how quickly an item moves. For selling price, Blix is going to sell the items at 75% their price in the DMG, with modifiers based on his Diplomacy roll. If Fixer is selling the items, then he can sell them at 100% with midifiers based on his Diplomacy roll. Basically, if you
really want to sell the item at standard price, you will have to work for it

Anything not classified as a weapon, armor, scroll, or potion (such as books, wands, rings, or unique items like tapestry, candlesticks, and the like) will not be able to be sold in the store.
And, with that, looks like Fixer's shop is open for business!