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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]

    It's been a few years, but as I formalize my House Rules for Pathfinder 1E I was inspired to revisit this. Stat-wise, this is still nominally a re-worked Artificer but has also been streamlined and updated to be more compliant with Pathfinder 1E.


    Class Features

    Alignment: Any

    Hit Die: d6

    Class Skills: Appraise (Int), Bluff (Cha), Diplomacy (Cha), Equivalent Exchange [NEW SKILL] (Cha), Knowledge – Arcana (Int), Knowledge – The Planes (Int), Profession (Wis), 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 light armor.

    Table: The Plutomancer
    Level Base Attack Bonus Fort Save Ref Save Will Save Special
    1st +0 +0 +0 +2 Calculate Worth I, Equivalent Exchange I, Sense Treasure, Treasury I
    2nd +1 +0 +0 +3 Outright Bribery I
    3rd +1 +1 +1 +3 Equivalent Exchange II, Treasury II
    4th +2 +1 +1 +4 Market Forecast I
    5th +2 +1 +1 +4 Calculate Worth II, Equivalent Exchange III, Treasury III
    6th +3 +2 +2 +5 Outright Bribery II
    7th +3 +2 +2 +5 Equivalent Exchange IV, Treasury IV
    8th +4 +2 +2 +6 Market Forecast II
    9th +4 +3 +3 +6 Calculate Worth III, Equivalent Exchange V, Treasury V
    10th +5 +3 +3 +7 Know Their Price, Outright Bribery III
    11th +5 +3 +3 +7 Equivalent Exchange VI, Treasury VI
    12th +6/+1 +4 +4 +8 Market Forecast III
    13th +6/+1 +4 +4 +8 Calculate Worth IV, Equivalent Exchange VII, Treasury VII
    14th +7/+2 +4 +4 +9 Outright Bribery IV
    15th +7/+2 +5 +5 +9 Equivalent Exchange VIII, Treasury VIII
    16th +8/+3 +5 +5 +10 Market Forecast IV
    17th +8/+3 +5 +5 +10 Calculate Worth V, Equivalent Exchange IX, Treasury IX
    18th +9/+4 +6 +6 +11 Outright Bribery V
    19th +9/+4 +6 +6 +11 Equivalent Exchange X, Treasury X
    20th +10/+5 +6 +6 +12 Market Forecast V

    Calculate Worth (Su)
    At a glance, you know what things are worth. This ability also works in conjunction with your Sense Treasure ability (below).

    Spoiler: Calculate Worth by Level
    Show

    Level I: 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.
    Level II: You can look at any object and know its worth.
    Level III: You can look at any person and know their worth.
    Level IV: You can know the worth of a company or family, but you have to see one of the company’s offices/stores in person or a member of the family in question.
    Level V: Your ability to calculate the value of anything is also extended to pictures or even just written descriptions of the things in question.

    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 acquiring things like real estate, permits, or licenses is beyond the purview of this power as it only applies to tangible things.

    Spoiler: Equivalent Exchange by Level
    Show

    Purchasing Items: You can purchase any item – mundane or magical – from any source book your GM allows for your game, paying the market price. If you want something whose cost is not specifically listed in a source book, then its market price is up to the GM. 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. The cash you gain from this can go straight into your Treasury (below) if you so desire.
    Level I: The skill check is (DC 1 per 10 gp of the item’s market price).
    Level II: The skill check is (DC 1 per 50 gp of the item’s market price).
    Level III: The skill check is (DC 1 per 100 gp of the item’s market price).
    Level IV: The skill check is (DC 1 per 500 gp of the item’s market price).
    Level V: The skill check is (DC 1 per 1,000 gp of the item’s market price).
    Level VI: The skill check is (DC 1 per 5,000 gp of the item’s market price).
    Level VII: The skill check is (DC 1 per 10,000 gp of the item’s market price).
    Level VIII: The skill check is (DC 1 per 50,000 gp of the item’s market price).
    Level IX: The skill check is (DC 1 per 100,000 gp of the item’s market price).
    Level X: The skill check is (DC 1 per 500,000 gp of the item’s market price).

    Know Their Price (Su)
    This is something of an empathic sense for prices and costs in dealing with people. You know the prices that anyone you’re haggling with will pay for a given item, service, or contract. Not just the top price they’d pay, but the price they’d be happiest with paying as well. This also works for when you’re trying to pay someone to sell you something or do something for you, as you know the minimum it would take to convince them and also how much they’d really be happy to receive for the item or service in question.

    Market Forecast (Su)
    You're 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).
    Level IV: Grants a +8 bonus to a company’s Monthly Profit check (not to exceed 20).
    Level V: Grants a +10 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 +1 bonus to their Will Save, asking them for a moderate favor grants a +2 bonus, 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 moderate favor. These will cost you at least as much as your target makes in a week.
    EXAMPLE: Getting a police officer to ignore a more serious violation of the law, like running a red light right in front of them or a non-serious assault charge like getting in a fist fight with someone.
    Level IV: 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 V: 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 100’ per class level.

    Treasury (Su)
    You can store treasure (only) in a personal extradimensional space and 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 10,000 gp capacity.
    Level II: Your personal treasury has a 25,000 gp capacity.
    Level III: Your personal treasury has a 50,000 gp capacity.
    Level IV: Your personal treasury has a 100,000 gp capacity.
    Level V: Your personal treasury has a 250,000 gp capacity.
    Level VI: Your personal treasury has a 500,000 gp capacity.
    Level VII: Your personal treasury has a 1,000,000 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 gp 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 12:20 PM.
    Madness takes its toll - please have exact change.