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Pathfinder 2e Abstract Coinage
Pathfinder 2e Abstract Coinage
People use various coins of differing values, all stemming from UNCOMMON AND RARE ITEMS
different eras and regions. Because of this, tracking money is
abstracted. If PCs find money in a hoard or someone pays Uncommon items require a DC 12 flat check. If the uncommon
them, instead of tracking individual coinage, players track item is one tier lower than the settlement’s availability, you can
discrete “pouches” much like how they track bulk instead of an find 1d2 of them.
item’s weight in pounds.
Rare items of one tier lower than the settlement’s maximum
might be found on a DC 18 flat check. If successful, you find 1 of
COIN TYPES
them.
There are copper, silver, gold, and platinum coins. When
spending a pouch of coins, roll a d6 Usage Die which BUYING STUFF
determines if the coins are completely spent (usually on a 1 or
When buying something that is of a coins max purchasing
2) or if the coins just reduce a step in value.
power (an expensive item with gold coins, for example), you
roll the d6 Usage Die, and on a 1 or 2, the coins are entirely
ITEM COST
spent and removed from your inventory.
Purchasable items each have a cost: Cheap, Pricey, Expensive
If the item is of a lower cost than the maximum the coins can
or Really Expensive. Each coin type has a maximum purchasing
buy (a pricey item with gold coins, for example), or you don’t
power. If a PC wants to buy an Expensive item, for example,
roll a 1 or 2 on the coin’s Usage Die, the coins move down one
they would need to spend gold or platinum coins.
step: platinum coins become gold, gold becomes silver, silver
becomes copper.
Coin Type Max Purchasing Power
Copper Cheap Copper coins don’t drop a step and are only removed
Silver Pricey completely if a 1 or 2 is rolled when spent.
Settlement Max Item Max Consumable There are exceptions to rolling a Usage Die. For example, when
Type Level Level paying a non-merchant NPC for a job or service where a flat fee
makes sense, the GM may determine a pouch of coins must be
Hamlet 0 0
spent outright without rolling the Usage Die.
Village 1 5
Town 5 9 Some item’s might require the expenditure of a pouch of coins
AND the rolling of the Usage Die of another pouch. I’m not sure
City 9 14
about this, but I figured I’d throw it in until playtested.
Metropolis 14 20
CRAFTING
You can craft an item as long as your level is equal to or greater becoming a tax collecting lord, or anything else you can think
than the item’s level. The DC to craft the item is based on the of.
item’s level, increased for rarity as normal.
WORKING FOR A LIVING
It takes 3 days to craft anything and then you make a roll.
Every week spent performing a trade in a settlement (assuming
Critical Success: You roll the Usage Die of one step lower you can find work), grants you a pouch of copper coins. A
than what the item would normally cost. critical success on your check to work increases your earned
Success: You completely spend a pouch of coins one step coinage by one step.
lower than what the item would normally cost.
Failure: You roll the Usage Die of what the item would OWNING OR INVESTING A BUSINESS
normally cost, but you still craft it.
When you become a business owner (assuming you are not the
Critical Failure: You step the pouch of coins that the item
only one working there (in which case it’s treated as “working
would normally cost down one step and fail to make the
for a living”, but you are always able to find work), you have a
item.
passive income of copper coins every week. Your staff’s upkeep
If you don’t roll a Critical Failure, you can craft for a week and supplies are already taken out of this equation.
instead of 3 days and treat your result as one step higher than
Every source of income grants you an additional pouch of
what you rolled.
copper coins.
COLLECTING TAXES
NON-ADVENTURING COINAGE
There are several ways you can gain coinage that don’t include
adventuring and risking your life for some sweet, sweet loots.
These include taking jobs, starting or investing in a business,