Author Topic: [3.5] Aurum (base class)  (Read 2232 times)

Offline Prime32

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[3.5] Aurum (base class)
« on: March 04, 2013, 11:10:32 AM »
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 AURUM
Short 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 Skills
All. 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+2Base of operations, Bonus feat, Favors,
Superior equipment (masterwork)
2nd+1+0+0+3-
3rd+1+1+1+3Bonus feat
4th+2+1+1+4Base upgrade
5th+2+1+1+4-
6th+3+2+2+5Bonus feat
7th+3+2+2+5Superior equipment (+1)
8th+4+2+2+6Base upgrade
9th+4+3+3+6Bonus feat
10th+5+3+3+7Representative
11th+5+3+3+7-
12th+6/+1+4+4+8Base upgrade, Bonus feat
13th+6/+1+4+4+8Superior equipment (+2)
14th+7/+2+4+4+9-
15th+7/+2+5+5+9Bonus feat
16th+8/+3+5+5+10Base upgrade
17th+8/+3+5+5+10-
18th+9/+4+6+6+11Bonus feat
19th+9/+4+6+6+11Superior equipment (+3)
20th+10/+5+6+6+12Base 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 HeadCS, Extra Base Upgrade*, Favored in GuildPHB2, Generosity*, GoadCAdv, Inside ConnectionRoD, Knowledge DevotionCC, Master ManipulatorPHB2, Negotiator, Sociable PersonalityRoD, Skill Focus, Superstar*, Sweet TalkerCS, Undead EmpathyECS, Wanderer's DiplomacyPHB2. 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.
« Last Edit: March 04, 2013, 02:03:58 PM by Prime32 »

Offline Prime32

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Re: [3.5] Aurum (base class)
« Reply #1 on: March 04, 2013, 11:10:59 AM »
FAVORS
An aurum must prepare their favors before use, in the same manner as a wizard or cleric prepares spells; likewise they receive bonus favors per day for a high Charisma score. In order to prepare favors, an aurum must spend 1 hour in their base, arranging transactions and retrieving items from vaults; after doing so, they must wait 24 hours before preparing favors again. The saving throw DC for a favor, if any, is 10 + half your character level + your Cha modifier.

After being prepared, a favor can be called as a standard action, after which it is expended and cannot be used again. Favors with the [Investment] descriptor are not (and cannot be) called, and take effect merely by being prepared; likewise their effect ends if they cease to be prepared.

0th-level Favors
  • Unlimited Wardrobe [Investment]: Attain any nonmagical outfit or jewelry.
1st-level Favors
  • Intelligence Report:
  • Spot of Tea: Produce a cup of tea that calms the nerves.
2nd-level Favors
  • Call Mercenaries: One or more mercenaries appear and fight for you for 1 minute/level.
3rd-level Favors
  • Bribe:
4th-level Favors
  • Spot of Earl Grey: Produce a cup of tea that calms the nerves and soothes fatigue.
[...]

9th-level Favors
  • Buy Country [Investment]: You buy out an entire country.
  • Spellcasting IX: An allied spellcaster casts a spell on your behalf.
NEW FEATS
Extra Base Upgrade [General]
Prerequisite: Base of Operations class feature
Benefit: You gain an additional upgrade for each of your bases.

Generosity [General]
Benefit: (Allies can benefit from your Superior Equipment class feature)

Superstar [General]
Benefit: (Bard multiclass feat)

? [General]
Benefit: (Urban Ranger multiclass feat - extra Favored Organisations)

NEW MAGIC ITEMS
(Magic door that connects to your Base with a command word)
« Last Edit: March 04, 2013, 01:37:46 PM by Prime32 »

Offline Garryl

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Re: [3.5] Aurum (base class)
« Reply #2 on: March 04, 2013, 12:05:24 PM »
Additional Base upgrade: Yo dawg, we heard you like bases, so we put a base in your base so you can plot while you plot.
At level 20, you can have one base (your base base) with 6 additional bases, each of which has 4 additional bases, each of which has 3 additional bases, each of which has 2 additional bases, each of which has 1 additional base, for a total of 391 bases and a staff of 7820 commoners. Not that that probably isn't totally cool for level 20, just that the exponential growth is freaking me out.

Offline Prime32

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Re: [3.5] Aurum (base class)
« Reply #3 on: March 04, 2013, 12:09:15 PM »
They shouldn't stack, but I wasn't sure how to word the restriction. Fixed now.

Offline Garryl

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Re: [3.5] Aurum (base class)
« Reply #4 on: March 04, 2013, 01:59:02 PM »
You get no upgrades or servants if the effective level is negative, but that's redundant with the fact that you don't get any until your level is at least 1, while also incorrectly implying that you might get some with an effective level of 0.

If you want lots of bases, it's ironic that your main base will be the weakest. Its upgrades go towards additional bases. Their upgrades go towards being awesome bases.

Offline Prime32

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Re: [3.5] Aurum (base class)
« Reply #5 on: March 04, 2013, 02:06:47 PM »
Well, the upgrade effects will likely scale by aurum level, so any you don't spend on additional bases will be stronger. And fixed the negative thing. :banghead