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    Pixie in the Playground
     
    PirateGirl

    Join Date
    Jan 2007
    Location
    CA
    Gender
    Female

    Default Re: The Plutomancer – A Re-Imaged Version of the Golden Alchemist [3.5e, PEACH]

    Ok, I’ve been getting some private feedback and now have a considerably revised version of the Plutomancer. Stat-wise, this is now a stripped-down and refurbished Artificer, instead of a Sorcerer.


    Class Features

    Hit Die: d6

    Class Skills: Appraise (Int), Bluff (Cha), Concentration (Con), Diplomacy (Cha), Equivalent Exchange [NEW SKILL] (Cha), Knowledge – Arcana (Int), Knowledge – The Planes (Int), Profession (Wis), Search (Int), Spellcraft (Int), and Use Magic Device (Cha).

    Skill Points at 1st Level: (4 + Int Modifier) x4

    Skill Points at Each Additional Level: 4 + Int Modifier

    Starting Gold: 10d10 x 10 gold pieces

    Weapon and Armor Proficiency: Plutomancers are proficient with all simple weapons, and with light and medium armor.

    Levels Guide
    • Apprentice is levels 1 to 3.
    • Journeyman is levels 4 to 12.
    • Master is levels 13 to 21.
    • Grand Master is levels 22 to 30.

    Table: The Plutomancer
    Level Base Attack Bonus Fort Save Ref Save Will Save Special
    1st +0 +0 +0 +2 Equivalent Exchange I, Appraisal Bonus
    2nd +1 +0 +0 +3 Treasury I, Calculate Treasure
    3rd +2 +1 +1 +3 Outright Bribery I, Sense Treasure
    4th +3 +1 +1 +4 Equivalent Exchange II
    5th +3 +1 +1 +4 Treasury II
    6th +4 +2 +2 +5 Market Forecast I
    7th +5 +2 +2 +5 Equivalent Exchange III
    8th +6/+1 +2 +2 +6 Treasury III
    9th +6/+1 +3 +3 +6 Outright Bribery II
    10th +7/+2 +3 +3 +7 Equivalent Exchange IV
    11th +8/+3 +3 +3 +7 Treasury IV
    12th +9/+4 +4 +4 +8 Investments Magnate I
    13th +9/+4 +4 +4 +8 Equivalent Exchange V
    14th +10/+5 +4 +4 +9 Treasury V
    15th +11/+6/+1 +5 +5 +9 Market Forecast II
    16th +12/+7/+2 +5 +5 +10 Equivalent Exchange VI
    17th +12/+7/+2 +5 +5 +10 Treasury VI
    18th +13/+8/+3 +6 +6 +11 Outright Bribery III
    19th +14/+9/+4 +6 +6 +11 Equivalent Exchange VII
    20th +15/+10/+5 +6 +6 +12 Treasury VII
    21st +15/+10/+5 +7 +7 +12 Investments Magnate II
    22nd +16/+11/+6 +7 +7 +13 Equivalent Exchange VIII
    23rd +17/+12/+7 +7 +7 +13 Treasury VIII
    24th +18/+13/+8 +8 +8 +14 Market Forecast III
    25th +18/+13/+8 +8 +8 +14 Equivalent Exchange IX
    26th +19/+14/+9 +8 +8 +15 Treasury IX
    27th +20/+15/+10 +9 +9 +15 Outright Bribery IV
    28th +21/+16/+11 +9 +9 +16 Equivalent Exchange X
    29th +21/+16/+11 +9 +9 +16 Treasury X
    30th +22/+17/+12 +10 +10 +17 Investments Magnate III

    Appraisal Bonus (Su)
    Your class level is a bonus to your Appraise skill, and you can appraise objects at a glance.

    Calculate Treasure (Su)
    You can instantly calculate the number and nominal value of any form of treasure that you can either see visually or sense with your Sense Treasure ability. For instance, you could gaze at a dragon’s hoard and confidently state that there are 24,678 gp, 54,365 sp, and 87,269 cp present there, and even what the type and country of origin they are.

    Equivalent Exchange (Sp)
    You have the ability to conjure nearly any item you can imagine out of thin air…but, it’s not free. You must pay fair value for each item, and you must also succeed in a skill check to obtain them. On the flip side, you can also convert any item that has some salable value into cash. This is not an instantaneous transaction. You must inscribe a “transaction circle” on a convenient flat surface, large enough to accommodate the items being exchanged, and the transaction takes a number of rounds equal to the DC of the skill check. If anyone is foolish enough to stand around inside an obviously magical circle for several rounds while you work your magic on it, and the object of your transaction is some large, heavy object…well, they’ve already failed their Common Sense Save, and unless they succeed in a Reflex Save (DC 20, for half damage), they’ll also take 10d10 hp damage. Note that real estate and structures (houses, keeps, towers, etc.) are beyond the purview of this power.

    Spoiler: Equivalent Exchange by Level
    Show

    Purchasing Items: You can purchase any item from any source book your GM allows for your game, paying the market price. Alternately, you can pay to have items repaired or modified. The cost for this is the GM’s call, depending on how badly an item is damaged or what modifications you want made to it. You must have the necessary money immediately within reach to make the trade; money in your Treasury space (see below) counts as being immediately accessible for this.
    Selling Items: You can convert any item into its cash equivalent. If a given item has any appreciable monetary value, and what that value is, are completely the GM’s call; the baseline sale price for an item in good condition is half the market price.
    Level I: You can purchase any mundane items, if they’re not too expensive. The skill check is (DC 1 per 100 gp of the item’s market price); obviously, success is almost assured for most typical items in the PHB, but some expensive items will be beyond your reach at lower class levels.
    Level II: You can purchase Scrolls and Potions. The skill check is (DC 5 + the caster level needed to make the item). A special note about scrolls. If the GM deems the spell in question to be a common one, such that any Wizard could probably walk into the local wizards guild and buy a copy, the skill check’s DC and the item price are unchanged. If the GM deems the spell to be more rare, the skill check’s DC and the item price go up to what they consider appropriate.
    Level III: The skill check is now (DC 1 per 1,000 gp of the item’s market price) for mundane items.
    Level IV: You can purchase Arms and Armor, Wands, and Wondrous Items. The skill check is (DC 5 + the caster level needed to make the item).
    Level V: You can purchase Magical Tattoos and Rods. The skill check is (DC 5 + the caster level needed to make the item).
    Level VI: The skill check is now (DC 1 per 10,000 gp of the item’s market price) for mundane items.
    Level VII: You can purchase Rings and Staves. The skill check is (DC 5 + the caster level needed to make the item).
    Level VIII: You can purchase Epic Arms and Armor, Potions, Scrolls, Wands, and Wondrous Items. The skill check is (DC 5 + the caster level needed to make the item).
    Level IX: The skill check is now (DC 1 per 100,000 gp of the item’s market price) for mundane items.
    Level X: You can purchase Epic Magical Tattoos, Rings, Rods, and Staves. The skill check is (DC 5 + the caster level needed to make the item).

    Investments Magnate (Su)
    You can provide businesses with a blessing of prosperity, all but ensuring their continued success. To provide this blessing, you must visit each business at least once per month, review the books and provide the manger(s) with your insights from your Market Forecast ability (see below). You can “keep blessed” a number of business equal to your class level, but there’s also a limit to the size of the company you can provide a blessing to – it’s a maximum of (1 million gp * your class level).

    Spoiler: Investments Magnate by Level
    Show

    Level I: Grants a +2 bonus to a company’s Monthly Profit check (not to exceed 20).
    Level II: Grants a +4 bonus to a company’s Monthly Profit check (not to exceed 20).
    Level III: Grants a +6 bonus to a company’s Monthly Profit check (not to exceed 20).

    Market Forecast (Su)
    You are a true seer of the business world, able to see which businesses are destined for success and which are not. With this ability, you know for sure which companies to purchase shares in.

    Spoiler: Market Forecast by Level
    Show

    Level I: Grants a +2 bonus to a company’s Monthly Profit check (not to exceed 20).
    Level II: Grants a +4 bonus to a company’s Monthly Profit check (not to exceed 20).
    Level III: Grants a +6 bonus to a company’s Monthly Profit check (not to exceed 20).

    Outright Bribery (Sp)
    You can compel others to accept (and rationalize) bribes from you in exchange for doing you favors. You must openly display your bribe to your target for this effect to work. Treat these attempts as roughly equivalent to Enchantment spells, which are resisted by Will Saves. You can affect a maximum number of targets equal to your class level; you must pay each target separately. As you advance in level, your compulsion becomes harder to resist (but more serious favors also cost more money). You can acquire the Spell Focus feat to make this effect harder for your target to resist.

    Spoiler: Outright Bribery by Level
    Show

    Target Will Save DC: The target’s Will Save DC is (10 + half your class level (round up) + your CHA bonus).
    Target Will Save Bonus: Depending on what you ask of them, your target gets a bonus to their Will Save. Asking them for a minor favor grants a +2 bonus to their Will Save, asking them for a major favor grants a +4 bonus, and asking for an epic favor grants a +8 bonus. The target will also automatically refuse any suicidal or obviously harmful “favors.”
    Penalties to the Target Will Save: Offering the target twice the required amount cancels out the bonus to their Will Save. Offering them triple inflicts a penalty equal to the bonus they would normally receive (a +4 bonus becomes a -4 penalty).
    Bonuses to the Target Will Save: Offering the target half the required amount doubles the bonus to their Will Save. Offering them a quarter or less of the required amount triples the bonus to their Will Save.
    Level I: You can adjust an NPC’s Attitude to Friendly (or at least closer to it, as per a Charm Person spell). This will only cost a few gp at most per person.
    EXAMPLE: Buying a round of drinks for everyone in a bar, or buying someone a nice dinner.
    Level II: You can ask an NPC for a minor favor. These will cost you at least as much as your target makes in a day.
    EXAMPLE: Getting a police officer to ignore a minor violation of the law, like a speeding ticket.
    Level III: You can ask an NPC for a major favor. These will cost you at least as much as your target makes in a month.
    EXAMPLE: Getting a police officer to ignore a major violation of the law, such as being caught burglarizing someone’s home.
    Level IV: You can ask an NPC for an epic favor. These will cost you at least as much as your target makes in a year.
    EXAMPLE: Getting a police officer to ignore a heinous violation of the law, such as being caught red-handed at the scene of a murder.

    Sense Treasure (Su)
    If you concentrate, you can sense all treasure within a radius of 10 meters per class level.

    Treasury (Su)
    You can store treasure (only) in a personal extradimensional space. You can access it either overtly or discretely; for instance, you can seemingly pull money from your pack when you’re actually calling it forth from your Treasury space by mental command. Unlike, for instance, a Bag of Holding, you can’t overload it by exceeding storage capacity – you simply can’t store anything more once you hit capacity. The storage capacity is also rated by worth in gold pieces, not weight. When you withdraw treasure, it can be in any form you desire – coins (of any origin and denomination), gems (of any non-magical variety and cut), etc.

    Spoiler: Treasury by Level
    Show

    Level I: Your personal treasury has a 20,000 gp capacity.
    Level II: Your personal treasury has a 40,000 gp capacity.
    Level III: Your personal treasury has a 80,000 gp capacity.
    Level IV: Your personal treasury has a 160,000 gp capacity.
    Level V: Your personal treasury has a 320,000 gp capacity.
    Level VI: Your personal treasury has a 640,000 gp capacity.
    Level VII: Your personal treasury has a 1,250,000 gp capacity.
    Level VIII: Your personal treasury has a 2,500,000 gp capacity.
    Level IX: Your personal treasury has a 5,000,000 gp capacity.
    Level X: Your personal treasury has a 10,000,000 gp capacity.

    New Skills
    Skill Key Ability Description
    Equivalent Exchange Cha This is the skill linked to the class feature of the same name, as you must succeed in a skill check to invoke it. See the class feature description for full details. You can Take 10 for this skill roll, but you can’t Take 20.


    Rules for Investing in a Business

    The Basics
    Each company has a total worth (in gold pieces), and makes a base monthly profit equal to 1% of that amount. The final amount of monthly profit varies according to economic fluctuations, represented by die roll which might modify that amount. Unlike the business rules in the DMG II, these rules assume that you’re not actually running the business, you’re just investing in it while other people manage its day-to-day affairs.

    Business Types
    • Low Risk: These business have little economic vulnerability, but offer few profits.
    • Medium Risk: This is a “typical” business, with less economic vulnerability, but only median profits to offer.
    • High Risk: These businesses offer the promise of great profits, at the risk of great loss.


    Monthly Profit Check for Low-Risk Businesses (1d20)
    d20 Result Profit % Modifier Description
    1 -100% Disaster! The company loses 8% from its Total Company Worth.
    2 -100% Worse Losses! The company loses 4% from its Total Company Worth.
    3 -100% Moderate Losses. The company loses 2% from its Total Company Worth.
    4 -100% Minor Losses. The company loses 1% from its Total Company Worth.
    5 -100% Business is down. The company breaks even, but there is no profit to distribute this month.
    6 – 16 100% It’s a normal month, and the profits are the Base Monthly Profit amount.
    17 105% Business is up! Profits are 5% above normal.
    18 110% Business is thriving! Profits are 10% above normal.
    19 115% Business is flourishing! Profits are 15% above normal.
    20 120% Business is booming! Profits are 20% above normal.

    Monthly Profit Check for Medium-Risk Businesses (1d20)
    d20 Result Profit % Modifier Description
    1 -100% Disaster! The company loses 20% from its Total Company Worth.
    2 – 3 -100% Big Losses! The company loses 15% from its Total Company Worth.
    4 – 5 -100% Worse Losses! The company loses 10% from its Total Company Worth.
    6 – 7 -100% Minor Losses. The company loses 5% from its Total Company Worth.
    8 – 9 -100% Business is down. The company breaks even, but there is no profit to distribute this month.
    10 – 13 100% It’s a normal month, and the profits are the Base Monthly Profit amount.
    14 – 15 125% Business is up! Profits are 25% above normal.
    16 – 17 150% Business is thriving! Profits are 50% above normal.
    18 – 19 175% Business is flourishing! Profits are 75% above normal.
    20 200% Business is booming! Profits are double normal.

    Monthly Profit Check for High-Risk Businesses (1d20)
    d20 Result Profit % Modifier Description
    1 -100% Disaster! The company loses 80% from its Total Company Worth.
    2 – 3 -100% Huge Losses! The company loses 40% from its Total Company Worth.
    4 – 5 -100% Big Losses! The company loses 20% from its Total Company Worth.
    6 – 7 -100% Notable Losses! The company loses 10% from its Total Company Worth.
    8 – 9 -100% Business is down. The company breaks even, but there is no profit to distribute this month.
    10 – 13 100% It’s a normal month, and the profits are the Base Monthly Profit amount.
    14 – 15 200% Business is up! Profits are double normal.
    16 – 17 300% Business is thriving! Profits are triple normal.
    18 – 19 400% Business is flourishing! Profits are quadruple normal.
    20 500% Business is booming! Profits are quintuple normal.

    Sample Investments Portfolio
    The following table illustrates the following:
    • How much a company is worth.
    • What risk category the company is in.
    • How much profit the company typically makes on a monthly basis.
    • How much of the company you own.
    • Your final monthly profit, after accounting for economic fluctuations.

    Company Name Business Risk Total Company Worth Base Monthly Profit % of Shares Owned Result of Monthly Profit Check Final Monthly Profit
    Bob’s Bait Shop Low 1,000 gp 10 gp 40% 120% 5 gp
    Fred’s Farmstead Low 10,000 gp 100 gp 30% 105% 32 gp
    Mike’s Mining Low 100,000 gp 1,000 20% -100% 0 gp
    Rich Ron’s Ranch Low 1,000,000 gp 10,000 gp 10% 110% 1,100 gp
    Tom’s Tavern Medium 1,000 gp 10 gp 40% 200% 8 gp
    The Dragon’s Head Tavern Medium 10,000 gp 100 gp 30% 150% 45 gp
    The Elfstone Tavern Medium 100,000 gp 1,000 gp 20% -100% 0 gp
    The Jade Jug Medium 1,000,000 gp 10,000 gp 10% 125% 1,250 gp
    Athkatla Traders High 10,000 gp 100 gp 40% 200% 80 gp
    Neverwinter Traders High 100,000 gp 1,000 gp 30% 300% 900 gp
    Silverymoon Traders High 1,000,000 gp 10,000 gp 20% -100% 0 gp
    Waterdeep Traders High 10,000,000 gp 100,000 gp 10% 100% 10,000 gp
    Last edited by JanessaVR; 2023-04-12 at 12:22 PM.