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

Active Abilities
Conditional Abilities
Passive Abilities
Business Technique: Common dealings with other businessmen and traders hones your skills with the craft. Gain a +8 to Etiquette(Business).   Diplomatic Tutoring: When this ability is first gained choose Charisma, Negotiations or Speechcraft, for each instance of Diplomatic Tutoring you already have, gain an additional +10 in that skill.   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 1d10 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

Active Abilities
Conditional Abilities
Passive Abilities
Factory Upgrades: You may invest 200 Skrilla worth of currency to upgrade the factory. This may be done 4 times and each time adds a 1d5 to the amount of money the factory produces. It also allows you to pick one upgrade from the factory upgrades chart.   Specialist Tutoring: When this ability is gained, for each instance of Specialist Tutoring you already have, gain an additional +10 Knowledge.  

Level 3

Active Abilities
Conditional Abilities
Passive Abilities
Diplomatic Tutoring: When this ability is first gained choose Charisma, Negotiations or Speechcraft, for each instance of Diplomatic Tutoring you already have, gain an additional +10 in that skill.   Factory Upgrades II: You may invest 600 Skrilla worth of currency to upgrade the factory. This may be done 4 times and each time adds a 1d5 to the amount of money the factory produces. It also allows you to pick one upgrade from the factory upgrades chart.  

Level 4

Active Abilities
Conditional Abilities
Passive Abilities
Factory Upgrades III: You may invest 1200 Skrilla worth of currency to upgrade the factory. This may be done 4 times and each time adds a 1d5 to the amount of money the factory produces. It also allows you to pick one upgrade from the factory upgrades chart.   Specialist Tutoring: When this ability is gained, for each instance of Specialist Tutoring you already have, gain an additional +10 Knowledge.  

Level 5

Active Abilities
Conditional Abilities
Passive Abilities
Diplomatic Tutoring: When this ability is first gained choose Charisma, Negotiations or Speechcraft, for each instance of Diplomatic Tutoring you already have, gain an additional +10 in that skill.   Factory Upgrades IV: You may invest 1500 Skrilla worth of currency to upgrade the factory. This may be done 4 times and each time adds a 1d10 to the amount of money the factory produces. It also allows you to pick one upgrade from the factory upgrades chart.  

Level 6

Active Abilities
Conditional Abilities
Passive Abilities
Factory Upgrades V: You may invest 2400 Skrilla worth of currency to upgrade the factory. This may be done 4 times and each time adds a 1d10 to the amount of money the factory produces. It also allows you to pick one upgrade from the factory upgrades chart.   Specialist Tutoring: When this ability is gained, for each instance of Specialist Tutoring you already have, gain an additional +10 Knowledge.  

Level 7

Active Abilities
Conditional Abilities
Passive Abilities
Diplomatic Tutoring: When this ability is first gained choose Charisma, Negotiations or Speechcraft, for each instance of Diplomatic Tutoring you already have, gain an additional +10 in that skill.   Factory Upgrades VI: You may invest 3500 Skrilla worth of currency to upgrade the factory. This may be done 4 times and each time adds a 1d10 to the amount of money the factory produces. It also allows you to pick one upgrade from the factory upgrades chart.  

Level 8

Active Abilities
Conditional Abilities
Passive Abilities
Factory Upgrades VII: You may invest 4000 Skrilla worth of currency to upgrade the factory. This may be done 4 times and each time adds a 2d10 to the amount of money the factory produces. It also allows you to pick one upgrade from the factory upgrades chart.   Specialist Tutoring: When this ability is gained, for each instance of Specialist Tutoring you already have, gain an additional +10 Knowledge.  

Level 9

Active Abilities
Conditional Abilities
Passive Abilities
Diplomatic Tutoring: When this ability is first gained choose Charisma, Negotiations or Speechcraft, for each instance of Diplomatic Tutoring you already have, gain an additional +10 in that skill.   Factory Upgrades VIII: You may invest 4500 Skrilla worth of currency to upgrade the factory. This may be done 4 times and each time adds a 2d10 to the amount of money the factory produces. It also allows you to pick one upgrade from the factory upgrades chart.  

Level 10

Active Abilities
Conditional Abilities
Passive Abilities
Factory Upgrades IX: You may invest 5000 Skrilla worth of currency to upgrade the factory. This may be done 4 times and each time adds a 3d10 to the amount of money the factory produces. It also allows you to pick one upgrade from the factory upgrades chart.   Specialist Tutoring: When this ability is gained, for each instance of Specialist Tutoring you already have, gain an additional +10 Knowledge.
Class Currency Modifier: 3

Factory Upgrades Chart

*= May only take once


UpgradeEffect
Expanded LocationsChoose a Choose another nearby city to open a new factory in. This factory produces 1d4 Skrilla of local currency every (1d4*10)+10 days. For every upgrade the master factory gets it produces an addition 1d4 Skrilla. (so immediately upon taking this it produces 1d4+1d4 Skrilla)
*Cheap LaborYou outfit the factory with cheaper workers. +3d10 Skrilla production. But +10 days between production times. (May not take Skilled Labor)
*Skilled Labor+1 Skrilla produced. -1d4 days between production.
*Personal OfficesProvides 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-1d4 Skrilla. All prices in this city are 8% cheaper except trade goods. Trade goods are 15% cheaper.
*Bribed OfficialsThe Officials ignore some taxes on your facilities +10% Skrilla income & +5 to Bribe checks in the base country.
Efficient Expansion+1d4 Skrilla produced
Remove InefficienciesReduce 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. +1d4 skrilla produced due to corrupt police ignoring law breaking.