AURUM "Aurum potestas est."-Lord Greenmarch, founder of the United Merchants Guild
Whether born into an important family or a "self-made man", an aurum is a person of fabulous wealth. While their combat ability is generally poor, their
resources and
influence are a kind of power in themselves.
MAKING AN AURUMShort description of play style.
Abilities: Charisma is the most important ability score for an aurum, as it determines the power of their favors and social skill checks. Intelligence is also highly desirable, as it allows them to take better advantage of their impressive class skills. Constitution allows an aurum to compensate for their poor hit points and Fortitude save.
Races: As races known for ambition and greed respectively, humans and dwarves make up the majority of aurums; elf and half-orc aurums are almost entirely unknown. Aurums are rare among monstrous races, with the notable exception of dragons.
Alignment: The most common alignment for aurums is lawful neutral, as gathering such quantities of wealth usually requires careful planning, but aurums of all alignments exist.
Starting Gold: 8d4 x 10gp (average 200gp)
Starting Age: As rogue.
Class SkillsAll. Aurums have access to the best education available, allowing them to treat any skill as a class skill.
Skill Points at 1st Level: (4 + int) x4
Skill Points at Each Additional Level: 4 + int
Hit Dice: d6
Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special |
1st | +0 | +0 | +0 | +2 | Base of operations, Bonus feat, Favors, Superior equipment (masterwork) |
2nd | +1 | +0 | +0 | +3 | - |
3rd | +1 | +1 | +1 | +3 | Bonus feat |
4th | +2 | +1 | +1 | +4 | Base upgrade |
5th | +2 | +1 | +1 | +4 | - |
6th | +3 | +2 | +2 | +5 | Bonus feat |
7th | +3 | +2 | +2 | +5 | Superior equipment (+1) |
8th | +4 | +2 | +2 | +6 | Base upgrade |
9th | +4 | +3 | +3 | +6 | Bonus feat |
10th | +5 | +3 | +3 | +7 | Representative |
11th | +5 | +3 | +3 | +7 | - |
12th | +6/+1 | +4 | +4 | +8 | Base upgrade, Bonus feat |
13th | +6/+1 | +4 | +4 | +8 | Superior equipment (+2) |
14th | +7/+2 | +4 | +4 | +9 | - |
15th | +7/+2 | +5 | +5 | +9 | Bonus feat |
16th | +8/+3 | +5 | +5 | +10 | Base upgrade |
17th | +8/+3 | +5 | +5 | +10 | - |
18th | +9/+4 | +6 | +6 | +11 | Bonus feat |
19th | +9/+4 | +6 | +6 | +11 | Superior equipment (+3) |
20th | +10/+5 | +6 | +6 | +12 | Base upgrade, Unlimited funds |
Weapon and Armor Proficiencies: The aurum is proficient in the use of simple weapons, and with light armor but not with shields.
Illiquid Assets: Items produced by aurum class features are considered to be borrowed from your family or business(es), and have no sale value.
Base of Operations: Every aurum possesses a moderately large, unfortified building which serves as a base of operations. They may choose for the base to come with staff (up to one per aurum level), but they are 1st-level commoners (of any of the common races) who do not willingly fight. At 1st level and again at every 4th level, the aurum may apply an upgrade to their base from the list below:
- Additional Base: You gain another base. This base has its own staff and set of upgrades, determined as if your aurum level were four lower (or no staff and upgrades, if this would result in a level below 1). You cannot select the Additional Base upgrade for an additional base. You may select this upgrade multiple times.
- Expanded Base: You may select this upgrade multiple times.
- Fortified Base:
- Guarded Base:
- Hidden Base:
- Mobile Base: You must have an aurum level of 8th or higher to select this upgrade.
Favors (Ex): An aurum can use their vast wealth and influence to request aid from others. See the Favors section below for more details.
Bonus Feats: At 1st level and every 3rd level thereafter, an aurum gains one of the following feats as a bonus feat: Ability Focus, Cool Head
CS, Extra Base Upgrade*, Favored in Guild
PHB2, Generosity*, Goad
CAdv, Inside Connection
RoD, Knowledge Devotion
CC, Master Manipulator
PHB2, Negotiator, Sociable Personality
RoD, Skill Focus, Superstar*, Sweet Talker
CS, Undead Empathy
ECS, Wanderer's Diplomacy
PHB2. They must meet the prerequisites for this feat as normal. Feats marked with an asterisk are new feats described below.
Superior Equipment (Ex): An aurum can use their resources to accquire adventuring gear tailored for their use. At 1st level, whenever an aurum would purchase or craft a mundane item, they may choose to gain a masterwork item of that type instead. At 7th level and again at 13th level, the enhancement bonus of any item they purchase or craft is increased by +1, but only while used by them (e.g. a +2 sword replaced by Superior Equipment by a 6th-level aurum would be considered a +3 sword in their hands, and a +2 sword in anyone else's).
Using this ability causes the affected item to become an illiquid asset, though the aurum may remove the effect at a base in order to regain a regular item which can be sold. This ability creates a generic item of the same type, and cannot be used to upgrade a specific item.
Representative (Ex): At 10th level an aurum may grant others the ability to use favors on his behalf. (placeholder)
Unlimited Funds (Ex): At 20th level an aurum may purchase any item at cost price, rather than sale price. In addition, they gain access to one minor artefact of their choice.
PLAYING AN AURUM Brief description on how to play the class you are designing.
Combat: Here's a section where you will describe common combat methods for your class. Remember to include information on how your class will use his powers in combat.
Advancement: This is a section on different options and paths that the class can go down when they advance in power.
Resources: What resources might a member of this PrC be able to draw on.
AURUMS IN THE WORLD"A quote of somebody else talking about your class!"-name of quote originator
A brief description of how your class is persevered in the world and how he interacts with the world.
Daily Life: Some general information about the typical day in the life of your class.
Notables: Sir Anton White (NG male human artificer 4/aurum 6) made his fortune by developing a means of mass-producing certain magical items, and is known for his substantial donations to charity. The devil who goes only by "Sarah" (LE female erinyes aurum 60) has recently made waves in the Blood War by buying the entire Abyss, which she says she plans to turn into a theme park.
Organizations: It's rare for aurums to join organisations, since they and their many employees or vassals form an organisation in their own right. The few associations of aurums that do exist could be better described as elite clubs.
NPC Reaction This is an in detail description of how NPC's would perceive your class and the immediate generalization that people would give of your class.
AURUMS IN THE GAME This is a good place to provide a quick note on how your class will effect game play statistically.
Adaptation: If a PC being a millionaire seems inappropriate, then an aurum could easily be refluffed as a secret agent, given access to special resources to aid in their missions.
Encounters: This is a place to describe what sort of encounters PC's will have with NPC versions of your class.