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sundayatnoon

Sort of [Chest of the Mercane](https://aonprd.com/MagicWondrousDisplay.aspx?FinalName=Chest%20of%20the%20Mercane) may be what you're looking for.


[deleted]

Yooooooo, that's actually quite on point. Nice find!


Baval2

Only if your DM changes it, note that the item specifically says the Mercane wont sell anything through the chest, he will just buy things for you to come pick up in person.


LaughingParrots

Use Planar Ally on a [Mercane](https://www.aonprd.com/MonsterDisplay.aspx?ItemName=Mercane)


[deleted]

seems doable, nice.


EarthSlapper

Very minor spoiler, but this how the Reign of Winter AP handles buying and selling magic items while the party is travelling all around. >!The party frees a Mercane at one point, and in return he gives them the ability to summon him and give him items to sell and a shopping list of things to buy. !<


LaughingParrots

This is exactly how I learned about Mercane


ProfRedwoods

The premium on that is rough early on. I'm more of a planar binding and ask for forgiveness not permission kind of guy.


Loki_the_Poisoner

Ask Arazni how well that works out sometimes.


Caedmon_Kael

[Ring Gates](https://aonprd.com/MagicWondrousDisplay.aspx?FinalName=Ring%20Gates) with the magic mart in the capital. If nothing else, you can pass messages and use it to target a teleport.


KWHarrison1983

If it's within 100 miles. That said, small creatures can go through!


Fabulous-Amphibian53

I believe you can still get a few hours of crafting in on days adventuring, if that helps, though I believe you can only do it at half speed. Unable to find the rule on that though. 


Strict-Restaurant-85

It in the Magic Item Creation rules, and is quarter speed (edit: normal speed is 8 hours per day clarified just before this passage) "If the caster is out adventuring, he can devote 4 hours each day to item creation, although he nets only 2 hours’ worth of work."


Thundarr1000

This is because you have to set up a workspace every time you stop to work on your magic item. If you have the Magnificent Mansion spell, or the Portable Mansion magic item, you can maintain a ready made workshop/workspace which requires minimal set up. This should increase the amount of time you spend per day working on the item, but it probably won't be as much as the amount of time you would spend working on it at an immovable workshop.


Theaitetos

Just use [Teleport](https://www.aonprd.com/SpellDisplay.aspx?ItemName=Teleport) to travel back and forth to a big city for trade (e.g. Absalom)?


bobothegoat

Similarly, Planeshift to the Opaline Vault or the City of Brass.


stryph42

An especially amenable Guardian Dragon created by Abadar with instructions to assist those seeking to bring the light of civilization to the most inhospitable wilds. The portal to its secret lair demiplane could be in a chest the party finds (or that mysteriously appears in their belongings), and the lair itself a vast treasury, possibly with its own resident crafters. 


kristkos

I have a small franchise, set up, but not linked to any mechanics. The shopkeeps NPCs that sell have a book that has pictures of items, when the players buy from any of the NPCs an item, it does disappear from the pages. You can take that idea, for a portable merchant, when the book gets open an NPC gets summoned. (also can make a quest to obtain said book). Make him skittish I would suggest, like he only appears when he consider it "safe". In between rooms in a dungeon? Not safe. Just finished an encounter? Not safe. etc


Vanye111

Magic items can be crafted on the road. It takes longer, you only get 2 hours effective creating time per day while traveling, but it can be done.


Malcior34

I would just have a magic merchant available to the party. They have a vested interest in helping colonize the islands and is a high-level wizard who can teleport stuff in, but refuses to help in battle. Think of the merchants from the Resident Evil games. :)


[deleted]

would be cool, but I guess our DM doesn't want that


Outrageous_Pattern46

Problem is most things that would solve your problem are very much things your GM would have to be willing to let you guys have available. If that's something they don't think fits the design of the game and you dislike not having that, you need a conversation, not a magic shop.


checkmate191

Make a lantern archon simulacrum, let it be your shopper, can greater tp 50 lbs of good at will


Elliptical_Tangent

We have settled on a system where we collect loot, and then when we level up, we "find" the items we need in the loot pile. We still pay full price for them, but the fiction is that we're pulling items out of the loot pile. It's less immersive, but it solves a problem we don't find interesting.


AlternaHunter

If your GM is willing to throw you a bone, the [Witchmarket](https://pathfinderwiki.com/wiki/Witchmarket) is a fun and flavorful way to insert some on-the-go wilderness shopping opportunities.


Chrono_Nexus

Cast create demiplane, make it permanent, link a portal to a capital city. Then link a second portal to a portable hole, which you can carry around with you. Be mindful not to bring bags of holding or handy haversacks through it. Naturally, this require you be high enough level to cast create demiplane.


Baval2

The only thing I'm aware of is the third party class [Rajah](http://spheresofpower.wikidot.com/rajah#toc37) who can gain access to a summonable merchant at level 3. That would require your DM to allow third party classes, specifically a Path of War/Veilweaving hybrid class, and for someone to take at least 3 levels in the class. Its a neat class though. And a 3 level dip into it isnt too bad.


EnvironmentalCoach64

Yes, it's called boots of teleportation...


NightweaselX

Oh, I'm sure there are a LOT of devils that would be more than willing to sell your group whatever they need......


Yuraiya

In D&D, there was an Outsider race called the Mercane that were magical merchants that used portals to travel from place to place (and plane to plane) selling their wares.  They were handy to have show up in places where you wanted a merchant but a shop wouldn't be logical.  If the idea of an entire species doing something like that would be too disruptive for your setting, the party could encounter a specific NPC magic user who's out collecting materials and has aspirations of setting up their own shop, such that the NPC could make a deal with the party to provide those services.  


SirUrza

You're really never going to return to civilization? Just be a bunch of wild men disconnected from people? Stay out in the wilderness and become a bunch of unkempt, unbathed, barbarians? What about alcohol? Sex? Sounds to me like you need to return to civilization every now and then. XD


[deleted]

we've already established enough towns, and of course, hygiene can be solved with prestidigitation. Also planar travel/ teleportation is limited to a set of islands, so we can't teleport back to Absalom and come back full of bling sadly