Owrtho
2012-09-10, 05:45 PM
This class was initially started for Base Class Challenge XIII - On a Whim (http://www.giantitp.com/forums/showthread.php?t=250826). However, due to getting busy with other things, I didn't manage to finish it in time for the deadline, so I decided to give it a thread of its own while I completed it.
Also would like to thank Merchant and kanachi who provided peaching and suggestions in the Base Class Challenge chat thread.
At present, some updates from the contest version:
Pocket change may be retrieved.
Throw it Around even level.
Disguise added to skill list.
Small change back to it's old form of not requiring you're unarmed.
Many more techniques, and one removed (specifically the one made redundant by the above change).
Squillionaire
http://th06.deviantart.net/fs7/PRE/i/2005/228/b/6/Bribery_by_zarand.jpg
If there's one thing life has taught me, there's no problem that can't be solved through sufficient application of money.
Some people struggle and work hard to get through life. That's not you. You solve your problems with your large amounts of wealth. Others work hard for amounts you look at as small change. And when throwing money to people doesn't work, well then you throw it at them.
Adventures: You can never have enough money, and adventuring is a good way to get lots of it.
Characteristics: You may not be the best at fighting, but you sure can foot the bill.
Alignment: You may be of any alignment, so long as you have money.
Religion: You worship who you choose so long as they don't insist on poverty. You may not have worked hard to earn you money, but it is yours.
Background: Maybe you had success in some business venture or other. More likely you were lucky and inherited your money.
Races: Any culture with a form of currency may have members of this class.
Other Classes: Your popularity with other classes tends to depend on how they view having large quantities of wealth. Rogues and other thieves tend to see you as good marks. Bards see you as good paying customers. Fighters and similar often view you as stuck up dandies that might hire them while intellectuals will at best view you as someone to fund their research and at worst an ignorant fool getting by on daddy's treasury. Those of a spiritual persuasion often lament your focus on worldly wealth, though may apprecient contributions to the church.
Role: You help pay for things. Be that lodging, food, bribes, or bail. When that fails you resort to using you money to pelt or distract the enemies.
Adaptation: You may be the heir of a wealthy family or business. Alternatively you may be the head of one. So long as people of sufficient wealth who are willing to rely on it in all cases exist in the setting you can fit. Alternatively, the squillionaire may be reflavoured as a conjurer of false money, that fades within a day. Could also be fluffed as someone with the ability to summon money from other locations that may not be theirs.
GAME RULE INFORMATION
Squillionaire's have the following game statistics.
Abilities: Charisma is the most important ability for you as it helps you when bargaining or bartering. Also important is wisdom for reading people and making gut choices, and intelligence for making smart choices based on knowledge.
Alignment: Any
Hit Die: d6
Starting Age: As bard
Starting Gold: 10d4 x 10 (250 gp)
Class Skills
The squillionaire's class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Gather Information (Cha), Knowledge (all skills, taken individually) (Int), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (None), Spot (Wis), and Use Magic Device (Cha).
Skill Points at First Level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier
SQUILLIONAIRE
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Pocket Change
1st|
+0|
+0|
+0|
+2|Pocket Change, Small Change (1d6, 15'), Money Knows Money|9gp
2nd|
+1|
+0|
+0|
+3|Distracting Glimmer, Throw it Around|20gp
3rd|
+1|
+1|
+1|
+3|Bribery, Small Change (2d6, 15')|25gp
4th|
+2|
+1|
+1|
+4|Throw it Around|33gp
5th|
+2|
+1|
+1|
+45|Small Change (3d6, 20')|43gp
6th|
+3|
+2|
+2|
+5|Throw it Around|56gp
7th|
+3|
+2|
+2|
+5|Small Change (4d6, 20')|72gp
8th|
+4|
+2|
+2|
+6|Throw it Around|94gp
9th|
+4|
+3|
+3|
+6|Small Change (5d6, 25')|120gp
10th|
+5|
+3|
+3|
+7|Throw it Around|160gp
11th|
+5|
+3|
+3|
+7|Small Change (6d6, 25')|210gp
12th|
+6/+1|
+4|
+4|
+8|Throw it Around|270gp
13th|
+6/+1|
+4|
+4|
+8|Small Change (7d6, 30')|350gp
14th|
+7/+2|
+4|
+4|
+9|Throw it Around|450gp
15th|
+7/+2|
+5|
+5|
+9|Only the Finest Accommodations Will Do, Small Change (8d6, 30')|590gp
16th|
+8/+3|
+5|
+5|
+10|Throw it Around|770gp
17th|
+8/+3|
+5|
+5|
+10|Small Change (9d6, 35')|1000gp
18th|
+9/+4|
+6|
+6|
+11|Throw it Around|1300gp
19th|
+9/+4|
+6|
+6|
+12|Small Change (10d6, 35')|1700gp
20th|
+10/+5|
+6|
+6|
+13|Throw it Around|2200gp[/table]
Class Features
All of the following are class features of the CLASS NAME.
Weapon and Armor Proficiencies: What need do you have of weapons when you have money? You are only proficient with simple weapons, and light armor.
Pocket Change (Ex): You have money. Lots of money. However, for all the money you have, it wouldn't do to spend it all in one place. Thus outside what you find adventuring, you limit yourself to a daily allowance from you vast funds. Each day you may use up to your pocket change money in any assortment of coinage for various abilities or paying for various goods or services. However, if anything bought with this money is ever sold (even if this money only partially was used to pay for it), you place the money back with the rest of your vast wealth, and as such cannot access it except as it is granted with this ability. You may not simply give this money to others. While you may retrieve this money if it is used for abilities, if you do so it is automatically re-added to your pocket change, even if another party member is the one who found it. If you do not spend all of your daily allowance of pocket change, the remaining amount does not carry over to the next day
Small Change (Ex): If there is one thing you're good at, its throwing money around. You're so good in fact that you can hurt people with it. As an attack action you may throw a handful of small change at an enemy. This costs 1d6 copper pieces, and causes one damage per copper piece thrown (if you throw enough it may include some silver or gold coins as well). The range increment for this is 15 feet. At every odd level the value of coins you throw increases by 1d6, while at 5th level and every fourth level thereafter the range increment increases by 5 feet. A DC 25 search check may be used to retrieve the money.
Money Knows Money (Ex): You have lots of money, and your familiarity with having lots of money has taught you how to tell who else has lots of money. You gain a bonus equal to your class level to Gather Information, Knowledge (Local), and Knowledge (Nobility and Royalty) checks when it come knowing who has lots of money, finding them, and learning about them and the ways they use their money.
Distracting Glimmer (Ex): It may be small change for you, but there are many who would scrabble on the ground for it. When using this ability you throw a handful of money on the ground within one range increment of your small change ability as a standard action. The amount thrown is twice as much as you throw with your small change ability (roll twice as many dice). All enemies who see this much make a will save (DC 5 + the amount rolled), or attempt to gather the coins. Doing so requires they move to the square the money was throw in, and spend a move action retrieving all coins there. If another individual gets there first, or if the enemy is attacked, they break free of this effect. Mindless enemies are immune to this ability. You may loot the money from the corpse of whichever enemy gathered the money, or if none did you may retrieve it the same way as the small change ability.
Bribery (Ex):At third level, you become able to bribe an individual to do something for you. This is a standard action to make a touch attack and costs an amount of money equal to a small change roll in silver. This acts as a charm person spell, with a caster level equal to half the result of the roll (minimum 1). Your casting stat for this is charisma. You gain a bonus to opposed charisma checks against the bribed individual equal to half the caster level of the spell. This is not a mind-affecting effect, though mindless creatures are still immune. If used on a creature that you have already attempted to use it on within the past hour, add the rolls stack for the purposes of determining caster level.
At level 10 this upgrades to counting as charm monster with the same changes as above.
Throw it Around (Ex): You are adept at throwing money around, so much so that you have developed more advanced ways of doing so. At the listed levels you may select one of the below techniques. Any time you use small change or an ability requiring a small change roll you may apply any of the techniques you have selected to it. Some may not be used in conjunction with certain other techniques or some abilities.
Techniques:Deep Pockets: You enjoy spending money, and as such have decided to increase your daily allowance. Increase your daily pocket change amount by half the value listed on the table. Unlike most techniques you may take this technique more than once. The effects stack.
Gems: Coins are heavy. As such you have also taken you carrying around gems. When you apply this ability, you throw gems rather than coins. Use d10s rather than d6s. Gems do cost more however, and as such treat the result of the roll as 2 times the number of dice rolled for determining how much money you used for the ability. For all other effects use the result of the roll.
This technique may not be used in conjunction with the Hoard Scarab technique.
Hoard Scarab: Even with how little money is worth to you, you understand the need to protect it. As such you have trained hoard scarabs to protect your wealth from possible thieves. This has the added benefit of allowing you to throw some of them rather than coins at enemies to inflict added harm. When used with targeting abilities, each round after initially being hit, they take 1d4 damage as the beetles crawl over them and bite them. This damage stacks if they are hit multiple times with hoard scarabs. The effect ends if the target or an adjacent individual brushes the scarabs off as a move action. If used with Distracting Glimmer, only an individual who picks up the 'coins' takes the damage. While able to be used for bribery, the damage dealt the round after it is used breaks the creature of the effect and makes it immune to the ability. This technique may not be used with Only the Finest Accommodations Will Do.
Despite not being real coins, the trained scarabs are valuable. As such they still detract 1.5 times the normal amount of money from your funds.
Coin Flick: You have figured out how to quickly flick the coins one at a time. When using small change, you may split up the dice between multiple targets. This technique may not be used with abilities other than small change.
Coin Bounce: You have learned how to throw your money in such a way that it can bounce between multiple targets. When using small change you may take a -1 penalty per damage die to damage to have the coins thrown bounce. If the attack successfully hits the first opponent, it may make an attack on another opponent within 10 feet, however the small change dice are reduced by one and the attack roll takes a cumulative -1 penalty. This may repeat as long as the attacks continue to hit and the dice have not been reduced to 0. This technique may not be used with abilities other than small change.
Ricochet Toss: You have deduced how to bounce coins off of stationary objects. When using small change or another ability you may target surfaces or objects to have them bounce off of. Make a touch attack against the surface or object (treat their touch AC as 8 + 1 per 10 feet away + size modifier for objects smaller than medium). If it successfully hits, it may bounce to target a creature or location within 15 feet. If it is a surface or object, you may have it bounce from it as well (in such a case treat the touch AC as 8 + 1 per 5 feet away + size modifier for objects smaller than medium). For each bounce the made, the small change dice roll at the end takes a cumulative -3 penalty. The coins may not be made to bounce more than the number of small change dice being rolled with this ability. If Coin Bounce is also possessed, the two abilities may be used together.
Long Bounce: You have figured out how to throw the coins so they bounce even further, though some change is often lost along the way. When using coin bounce or ricochet toss, you may have the target after the bounce be more than 10 feet away (or 15 feet in the case of ricochet toss), though for every additional 10 feet the small change dice are reduced by 1. This technique requires Coin Bounce or Ricochet Toss.
Second Nature: Spending your vast wealth is an integral part of who you are. So much so that you may treat small change as a natural attack for the purposes of spells, enchantments, abilities, feats, prcs, etc. Any benefits gained from sources to small change also apply to any other abilities that use your small change dice.
Made Man: Your fortune is the result of hard work and labour. Maybe not yours, but certainly someone's. You may treat small change as a manufactured weapon for the purposes of spells, enchantments, abilities, feats, prcs, etc. Any benefits gained from sources to small change also apply to any other abilities that use your small change dice.
Hand Over Fist: You have learned the complex skill throwing money with both hands at once. If both hands are free, you may use both hands when using small change or other abilities. When used with small change, you may make two attacks for each attack you would normally make, at the BAB of that attack. Roll the amount of money used for each attack. For other abilities, you may choose to roll twice the normal amount of dice.
Highly Polished: You consider the appearance of your money important, and as such keep it well polished and gleaming. The DCs of any abilities that use your small change dice are increased by 2 as its glittering visage makes it more appealing. Additionally, the DC of search checks to retrieve your money is reduced by 2 as its shiny appearance makes it easier to spot.
Glittering Toss: You have figured out how to throw your money such that it gleams distractingly even as it sails at the opponent, though it reduces the force behind it. When using small change, you may choose to pay the amount as if using distracting glimmer. If you do so, the target of the attack must make a will save as if you used distracting glimmer and targeted their square.
This technique may not be used with hoard scarabs.
Gleaming Toss: You have learned to fully accentuate the currency when throwing your money. When you use glittering toss, you may have it impact all enemies as if you had used distracting glimmer normally.
Light Fingers: You may have plenty of money, but that doesn't mean you need to waste it excessively. When using small change or any ability that requires a small change roll, you may choose to roll less than the normal number of dice.
Skilled Fingers: You have further refined the ability to grab exactly the amount of money you desire from your abundant wealth. Any time you make use small change or otherwise make a small change roll, you may make a slight of hand check (DC 15 + 2 per die being rolled) to grab exactly the amount of money you want. If you succeed on this check, you may choose the outcome of the small change roll. If you fail you roll as normal to determine the amount of money grabbed.
This technique requires the Light Fingers technique to learn.
Only the Finest Accommodations Will Do (Su): You are so wealthy even entities from other planes take note, why should you need to sleep on the dirt. At level 15 you may as a full round action spend money equal to a small change roll x 10 in gold to obtain accommodations from another plane. This acts as a Mage’s Magnificent Mansion spell with a caster level equal to half the result of the roll prior to multiplying it by 10. Unlike the spell, you do not get to decide the layout of the building, and must pay an additional half the normal amount for each additional person allowed to enter.
Owrtho
Also would like to thank Merchant and kanachi who provided peaching and suggestions in the Base Class Challenge chat thread.
At present, some updates from the contest version:
Pocket change may be retrieved.
Throw it Around even level.
Disguise added to skill list.
Small change back to it's old form of not requiring you're unarmed.
Many more techniques, and one removed (specifically the one made redundant by the above change).
Squillionaire
http://th06.deviantart.net/fs7/PRE/i/2005/228/b/6/Bribery_by_zarand.jpg
If there's one thing life has taught me, there's no problem that can't be solved through sufficient application of money.
Some people struggle and work hard to get through life. That's not you. You solve your problems with your large amounts of wealth. Others work hard for amounts you look at as small change. And when throwing money to people doesn't work, well then you throw it at them.
Adventures: You can never have enough money, and adventuring is a good way to get lots of it.
Characteristics: You may not be the best at fighting, but you sure can foot the bill.
Alignment: You may be of any alignment, so long as you have money.
Religion: You worship who you choose so long as they don't insist on poverty. You may not have worked hard to earn you money, but it is yours.
Background: Maybe you had success in some business venture or other. More likely you were lucky and inherited your money.
Races: Any culture with a form of currency may have members of this class.
Other Classes: Your popularity with other classes tends to depend on how they view having large quantities of wealth. Rogues and other thieves tend to see you as good marks. Bards see you as good paying customers. Fighters and similar often view you as stuck up dandies that might hire them while intellectuals will at best view you as someone to fund their research and at worst an ignorant fool getting by on daddy's treasury. Those of a spiritual persuasion often lament your focus on worldly wealth, though may apprecient contributions to the church.
Role: You help pay for things. Be that lodging, food, bribes, or bail. When that fails you resort to using you money to pelt or distract the enemies.
Adaptation: You may be the heir of a wealthy family or business. Alternatively you may be the head of one. So long as people of sufficient wealth who are willing to rely on it in all cases exist in the setting you can fit. Alternatively, the squillionaire may be reflavoured as a conjurer of false money, that fades within a day. Could also be fluffed as someone with the ability to summon money from other locations that may not be theirs.
GAME RULE INFORMATION
Squillionaire's have the following game statistics.
Abilities: Charisma is the most important ability for you as it helps you when bargaining or bartering. Also important is wisdom for reading people and making gut choices, and intelligence for making smart choices based on knowledge.
Alignment: Any
Hit Die: d6
Starting Age: As bard
Starting Gold: 10d4 x 10 (250 gp)
Class Skills
The squillionaire's class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Gather Information (Cha), Knowledge (all skills, taken individually) (Int), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (None), Spot (Wis), and Use Magic Device (Cha).
Skill Points at First Level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier
SQUILLIONAIRE
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Pocket Change
1st|
+0|
+0|
+0|
+2|Pocket Change, Small Change (1d6, 15'), Money Knows Money|9gp
2nd|
+1|
+0|
+0|
+3|Distracting Glimmer, Throw it Around|20gp
3rd|
+1|
+1|
+1|
+3|Bribery, Small Change (2d6, 15')|25gp
4th|
+2|
+1|
+1|
+4|Throw it Around|33gp
5th|
+2|
+1|
+1|
+45|Small Change (3d6, 20')|43gp
6th|
+3|
+2|
+2|
+5|Throw it Around|56gp
7th|
+3|
+2|
+2|
+5|Small Change (4d6, 20')|72gp
8th|
+4|
+2|
+2|
+6|Throw it Around|94gp
9th|
+4|
+3|
+3|
+6|Small Change (5d6, 25')|120gp
10th|
+5|
+3|
+3|
+7|Throw it Around|160gp
11th|
+5|
+3|
+3|
+7|Small Change (6d6, 25')|210gp
12th|
+6/+1|
+4|
+4|
+8|Throw it Around|270gp
13th|
+6/+1|
+4|
+4|
+8|Small Change (7d6, 30')|350gp
14th|
+7/+2|
+4|
+4|
+9|Throw it Around|450gp
15th|
+7/+2|
+5|
+5|
+9|Only the Finest Accommodations Will Do, Small Change (8d6, 30')|590gp
16th|
+8/+3|
+5|
+5|
+10|Throw it Around|770gp
17th|
+8/+3|
+5|
+5|
+10|Small Change (9d6, 35')|1000gp
18th|
+9/+4|
+6|
+6|
+11|Throw it Around|1300gp
19th|
+9/+4|
+6|
+6|
+12|Small Change (10d6, 35')|1700gp
20th|
+10/+5|
+6|
+6|
+13|Throw it Around|2200gp[/table]
Class Features
All of the following are class features of the CLASS NAME.
Weapon and Armor Proficiencies: What need do you have of weapons when you have money? You are only proficient with simple weapons, and light armor.
Pocket Change (Ex): You have money. Lots of money. However, for all the money you have, it wouldn't do to spend it all in one place. Thus outside what you find adventuring, you limit yourself to a daily allowance from you vast funds. Each day you may use up to your pocket change money in any assortment of coinage for various abilities or paying for various goods or services. However, if anything bought with this money is ever sold (even if this money only partially was used to pay for it), you place the money back with the rest of your vast wealth, and as such cannot access it except as it is granted with this ability. You may not simply give this money to others. While you may retrieve this money if it is used for abilities, if you do so it is automatically re-added to your pocket change, even if another party member is the one who found it. If you do not spend all of your daily allowance of pocket change, the remaining amount does not carry over to the next day
Small Change (Ex): If there is one thing you're good at, its throwing money around. You're so good in fact that you can hurt people with it. As an attack action you may throw a handful of small change at an enemy. This costs 1d6 copper pieces, and causes one damage per copper piece thrown (if you throw enough it may include some silver or gold coins as well). The range increment for this is 15 feet. At every odd level the value of coins you throw increases by 1d6, while at 5th level and every fourth level thereafter the range increment increases by 5 feet. A DC 25 search check may be used to retrieve the money.
Money Knows Money (Ex): You have lots of money, and your familiarity with having lots of money has taught you how to tell who else has lots of money. You gain a bonus equal to your class level to Gather Information, Knowledge (Local), and Knowledge (Nobility and Royalty) checks when it come knowing who has lots of money, finding them, and learning about them and the ways they use their money.
Distracting Glimmer (Ex): It may be small change for you, but there are many who would scrabble on the ground for it. When using this ability you throw a handful of money on the ground within one range increment of your small change ability as a standard action. The amount thrown is twice as much as you throw with your small change ability (roll twice as many dice). All enemies who see this much make a will save (DC 5 + the amount rolled), or attempt to gather the coins. Doing so requires they move to the square the money was throw in, and spend a move action retrieving all coins there. If another individual gets there first, or if the enemy is attacked, they break free of this effect. Mindless enemies are immune to this ability. You may loot the money from the corpse of whichever enemy gathered the money, or if none did you may retrieve it the same way as the small change ability.
Bribery (Ex):At third level, you become able to bribe an individual to do something for you. This is a standard action to make a touch attack and costs an amount of money equal to a small change roll in silver. This acts as a charm person spell, with a caster level equal to half the result of the roll (minimum 1). Your casting stat for this is charisma. You gain a bonus to opposed charisma checks against the bribed individual equal to half the caster level of the spell. This is not a mind-affecting effect, though mindless creatures are still immune. If used on a creature that you have already attempted to use it on within the past hour, add the rolls stack for the purposes of determining caster level.
At level 10 this upgrades to counting as charm monster with the same changes as above.
Throw it Around (Ex): You are adept at throwing money around, so much so that you have developed more advanced ways of doing so. At the listed levels you may select one of the below techniques. Any time you use small change or an ability requiring a small change roll you may apply any of the techniques you have selected to it. Some may not be used in conjunction with certain other techniques or some abilities.
Techniques:Deep Pockets: You enjoy spending money, and as such have decided to increase your daily allowance. Increase your daily pocket change amount by half the value listed on the table. Unlike most techniques you may take this technique more than once. The effects stack.
Gems: Coins are heavy. As such you have also taken you carrying around gems. When you apply this ability, you throw gems rather than coins. Use d10s rather than d6s. Gems do cost more however, and as such treat the result of the roll as 2 times the number of dice rolled for determining how much money you used for the ability. For all other effects use the result of the roll.
This technique may not be used in conjunction with the Hoard Scarab technique.
Hoard Scarab: Even with how little money is worth to you, you understand the need to protect it. As such you have trained hoard scarabs to protect your wealth from possible thieves. This has the added benefit of allowing you to throw some of them rather than coins at enemies to inflict added harm. When used with targeting abilities, each round after initially being hit, they take 1d4 damage as the beetles crawl over them and bite them. This damage stacks if they are hit multiple times with hoard scarabs. The effect ends if the target or an adjacent individual brushes the scarabs off as a move action. If used with Distracting Glimmer, only an individual who picks up the 'coins' takes the damage. While able to be used for bribery, the damage dealt the round after it is used breaks the creature of the effect and makes it immune to the ability. This technique may not be used with Only the Finest Accommodations Will Do.
Despite not being real coins, the trained scarabs are valuable. As such they still detract 1.5 times the normal amount of money from your funds.
Coin Flick: You have figured out how to quickly flick the coins one at a time. When using small change, you may split up the dice between multiple targets. This technique may not be used with abilities other than small change.
Coin Bounce: You have learned how to throw your money in such a way that it can bounce between multiple targets. When using small change you may take a -1 penalty per damage die to damage to have the coins thrown bounce. If the attack successfully hits the first opponent, it may make an attack on another opponent within 10 feet, however the small change dice are reduced by one and the attack roll takes a cumulative -1 penalty. This may repeat as long as the attacks continue to hit and the dice have not been reduced to 0. This technique may not be used with abilities other than small change.
Ricochet Toss: You have deduced how to bounce coins off of stationary objects. When using small change or another ability you may target surfaces or objects to have them bounce off of. Make a touch attack against the surface or object (treat their touch AC as 8 + 1 per 10 feet away + size modifier for objects smaller than medium). If it successfully hits, it may bounce to target a creature or location within 15 feet. If it is a surface or object, you may have it bounce from it as well (in such a case treat the touch AC as 8 + 1 per 5 feet away + size modifier for objects smaller than medium). For each bounce the made, the small change dice roll at the end takes a cumulative -3 penalty. The coins may not be made to bounce more than the number of small change dice being rolled with this ability. If Coin Bounce is also possessed, the two abilities may be used together.
Long Bounce: You have figured out how to throw the coins so they bounce even further, though some change is often lost along the way. When using coin bounce or ricochet toss, you may have the target after the bounce be more than 10 feet away (or 15 feet in the case of ricochet toss), though for every additional 10 feet the small change dice are reduced by 1. This technique requires Coin Bounce or Ricochet Toss.
Second Nature: Spending your vast wealth is an integral part of who you are. So much so that you may treat small change as a natural attack for the purposes of spells, enchantments, abilities, feats, prcs, etc. Any benefits gained from sources to small change also apply to any other abilities that use your small change dice.
Made Man: Your fortune is the result of hard work and labour. Maybe not yours, but certainly someone's. You may treat small change as a manufactured weapon for the purposes of spells, enchantments, abilities, feats, prcs, etc. Any benefits gained from sources to small change also apply to any other abilities that use your small change dice.
Hand Over Fist: You have learned the complex skill throwing money with both hands at once. If both hands are free, you may use both hands when using small change or other abilities. When used with small change, you may make two attacks for each attack you would normally make, at the BAB of that attack. Roll the amount of money used for each attack. For other abilities, you may choose to roll twice the normal amount of dice.
Highly Polished: You consider the appearance of your money important, and as such keep it well polished and gleaming. The DCs of any abilities that use your small change dice are increased by 2 as its glittering visage makes it more appealing. Additionally, the DC of search checks to retrieve your money is reduced by 2 as its shiny appearance makes it easier to spot.
Glittering Toss: You have figured out how to throw your money such that it gleams distractingly even as it sails at the opponent, though it reduces the force behind it. When using small change, you may choose to pay the amount as if using distracting glimmer. If you do so, the target of the attack must make a will save as if you used distracting glimmer and targeted their square.
This technique may not be used with hoard scarabs.
Gleaming Toss: You have learned to fully accentuate the currency when throwing your money. When you use glittering toss, you may have it impact all enemies as if you had used distracting glimmer normally.
Light Fingers: You may have plenty of money, but that doesn't mean you need to waste it excessively. When using small change or any ability that requires a small change roll, you may choose to roll less than the normal number of dice.
Skilled Fingers: You have further refined the ability to grab exactly the amount of money you desire from your abundant wealth. Any time you make use small change or otherwise make a small change roll, you may make a slight of hand check (DC 15 + 2 per die being rolled) to grab exactly the amount of money you want. If you succeed on this check, you may choose the outcome of the small change roll. If you fail you roll as normal to determine the amount of money grabbed.
This technique requires the Light Fingers technique to learn.
Only the Finest Accommodations Will Do (Su): You are so wealthy even entities from other planes take note, why should you need to sleep on the dirt. At level 15 you may as a full round action spend money equal to a small change roll x 10 in gold to obtain accommodations from another plane. This acts as a Mage’s Magnificent Mansion spell with a caster level equal to half the result of the roll prior to multiplying it by 10. Unlike the spell, you do not get to decide the layout of the building, and must pay an additional half the normal amount for each additional person allowed to enter.
Owrtho