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PATHFINDER 2E ABSTRACT COINAGE

People use various coins of differing values, all stemming UNCOMMON AND RARE ITEMS
from different eras and regions. Because of this, tracking
money is abstracted. If PCs find money in a hoard or Uncommon items require a DC 12 flat check. If the
someone pays them, instead of tracking individual coinage, uncommon item is one tier lower than the settlement’s
players track discrete “pouches” much like how they track availability, you can find 1d2 of them.
bulk instead of an 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
COIN TYPES
successful, you find 1 of 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
When buying something that is of a coins max purchasing
1 or 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
ITEM COST
entirely spent and removed from your inventory.
Purchasable items each have a cost: Cheap, Pricey,
If the item is of a lower cost than the maximum the coins
Expensive or Really Expensive. Each coin type has a
can buy (a pricey item with gold coins, for example), or you
maximum purchasing power. If a PC wants to buy an
don’t roll a 1 or 2 on the coin’s Usage Die, the coins move
Expensive item, for example, they would need to spend
down one step: platinum coins become gold, gold becomes
gold or platinum coins.
silver, silver becomes copper.

Coin Type Max Purchasing Power Copper coins don’t drop a step and are only removed
Copper Cheap completely if a 1 or 2 is rolled when spent.
Silver Pricey
CONVERTING COINS
Gold Expensive
Platinum Really Expensive PCs can combine like pouches of Coins in almost any city,
converting them to higher value Coins.

ITEM AVAILABILITY Three pouches of coins become one pouch of the next step
up (copper to silver, silver to gold, gold to platinum).
When a PC wants to buy something, it must be locally
available, which is up to the GM. Then, provided they have OTHER NOTES
proper coins to pay the cost, they can buy it.
When purchasing items, unless bundled together, they are
Consumables are found and bought in batches of 4 (if bought separately and each transaction requires a
rolling 1d2 to find uncommon consumables, you’re finding separate Usage Roll.
1d2 batches of 4).
There are exceptions to rolling a Usage Die. For example,
Settlement Max Item Max Consumable when paying a non-merchant NPC for a job or service
Type Level Level where a flat fee makes sense, the GM may determine a
pouch of coins must be spent outright without rolling the
Hamlet 0 0
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.
City 9 14
I’m not sure about this, but I figured I’d throw it in until
Metropolis 14 20 playtested.
CRAFTING NON-ADVENTURING COINAGE

You can craft an item as long as your level is equal to or There are several ways you can gain coinage that don’t
greater than the item’s level. The DC to craft the item is include adventuring and risking your life for some sweet,
based on the item’s level, increased for rarity as normal. sweet loots. These include taking jobs, starting or investing
in a business, becoming a tax collecting lord, or anything
It takes 3 days to craft anything and then you make a roll. else you can think of.
Critical Success: You roll the Usage Die of one step lower
WORKING FOR A LIVING
than what the item would normally cost.
Success: You completely spend a pouch of coins one step Every week spent performing a trade in a settlement
lower than what the item would normally cost. (assuming you can find work), grants you a pouch of
Failure: You roll the Usage Die of what the item would copper coins. A critical success on your check to work
normally cost, but you still craft it. increases your earned coinage by one step.
Critical Failure: You step the pouch of coins that the
item would normally cost down one step and fail to OWNING OR INVESTING A BUSINESS
make the item.
When you become a business owner (assuming you are
If you don’t roll a Critical Failure, you can craft for a week not the only one working there (in which case it’s treated
instead of 3 days and treat your result as one step higher as “working for a living”, but you are always able to find
than what you rolled. work), you have a passive income of copper coins every
week. Your staff’s upkeep and supplies are already taken
out of this equation.

Every source of income grants you an additional pouch of


copper coins.

COLLECTING TAXES

If you become a landed lord and are responsible for the


collection of taxes, protection of the land, and owe fealty
to higher power, things get a bit more complicated.

The amount of taxes you collect is MUCH higher than what


you’re going to be able to pocket, but it is assumed that
you are responsible for many salaries, land upkeep, and
paying a large portion of those taxes to a higher power.

The quality of your domain determines the type of coinage


you get each month:

Domain Quality Monthly Coinage


Poor Copper Coins
Moderate Silver Coins
Rich Gold Coins
Extremely Rich Platinum Coins

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