Industrialist
So, you wanna make the big bucks by creating wage slaves to work in your coal mines? You're in luck because that's exactly why we made this class!
Ability Score Increase:
Level 1: +1 Rhetoric +1 Intellect
Level 4: +1 Intellect +1 Rhetoric +1 Perception
Level 7: +1 Intellect +1 Rhetoric +1 Perception +1 Foresight +1 Endurance
Level 10: +2 Intellect +2 Rhetoric +2 Perception +2 Foresight +2 Endurance
Class Level Abilities
Level 1
Business Technique: Common dealings with other businessmen and traders hones your skills with the craft. Gain a +8 to Etiquette(Business). Entrepreneur Trained: With a background in business and the skills required, you gain 20 additional skill points. These skill points must be used in skills that fall under Intellect, Rhetoric or Foresight. Previous Endeavors: You have a small business in a city of your choice that produces goods. You earn 2d6 worth of Skrilla (in local currency) per 1d4*10 days. Savvy Business Folk: Through your skills as an entrepreneur you gain +12 in Negotiations or Speechcraft. Support Class: All classes consider the Specialist Class Group to be part of their class group for the purpose of multi-classing. An Industrialist can only be in one other class group unless otherwise specified.Level 2
Factory Upgrades: You may invest 100 Skrilla worth of currency to upgrade the factory. This may be done 4 times and each time adds a 1d6 to the amount of money the factory produces. It also allows you to pick one upgrade from the factory upgrades chart.Level 3
Level 4
Level 5
Level 6
Level 7
Level 8
Level 9
Level 10
Industrialist Level Overview
Level | Abilities | |
---|---|---|
1 | Business Technique, Entrepreneur Trained, Previous Endeavors, Savvy Business Folk, Support Class | |
2 | Factory Upgrades | |
3 | ||
4 | ||
5 | ||
6 | ||
7 | ||
8 | ||
9 | ||
10 |
Class Currency Modifier: 3
Factory Upgrades Chart
*= May only take once
Upgrade | Effect |
---|---|
Expanded Locations | Choose a Choose another nearby city to open a new factory in. This factory produces 1d6 Skrilla of local currency every (1d6*10)+10 days. For every upgrade the master factory gets it produces an addition 1d6 Skrilla. (so immediately upon taking this it produces 1d6+1d6 Skrilla) |
*Cheap Labor | You outfit the factory with cheaper workers. +3d6 Skrilla production. But +10 days between production times. (May not take Skilled Labor) |
*Skilled Labor | +1 Skrilla produced. -1d6 days between production. |
*Personal Offices | Provides free housing while staying in the city for up to 8 people. |
Brand Name | +5 to Negotiation checks in country with your main factory. An additional +3 in cities with expanded locations or the main factory building. |
*Manufacturer’s Discount | -1d6 Skrilla. All prices in this city are 8% cheaper except trade goods. Trade goods are 15% cheaper. |
*Bribed Officials | The Officials ignore some taxes on your facilities +10% Skrilla income & +5 to Bribe checks in the base country. |
Efficient Expansion | +1d6 Skrilla produced |
Remove Inefficiencies | Reduce day multiplier by 1 (minimum production time is 2 days) |
*Community Payback | -200 Skrilla when taken. You are exempt from the law in this town up for non-violent crimes. +1d6 skrilla produced due to corrupt police ignoring law breaking. |