"I manage an empire of minion craftsmen - like a boss"
- Urzulu 'Craftmaster' and Enterprising Manager
A master of human resources, macro and micro economics. The Enterprising Manager knows how to really expand into a market and make money.
Adventuring is a good way to build character and gain vital experience in the 'real world'. Many Enterprising Managers of a lower level see this as a good way to explore the local communities for potential niche markets to exploit.
The Enterprising Manager excels at amassing large volumes of non-combat NPCs to generate vast sums of wealth.
Any. Lawful and Neutral alignments on the Law/Chaos axis work better. Chaotic Enterprising Managers are not likely to be able to coordinate larger mercantile empires. Good Enterprising Managers are unlikely but not impossible. Lawful Neutral and Lawful Evil are the most common alignments.
Any related to people or wealth and sometimes even nature. The secret to good business is not just being able to handle money, but also understanding the balances between Labour and Resource management.
Often born to a noble family or well educated. Some hard working intelligent individuals can perhaps do well at this class and excel.
Any. Though Humans, Dwarves, Gnomes and Halflings are all very common. Not usually a focus for elves or more savages races like Orcs.
Works well with most classes. Some Clerics and most Paladins might view the Enterprising Manager in a poor light regarding his looser ethics and tendency to bend the laws of the land to his personal gain. His non-combat diplomatic abilities can make up for these issues often however. Fighters might view him as being weak due to lacking very much ability in combat and Rogues may simply view him as a 'bank' waiting to happen.
Front man. Negotiator. Can provide NPCs to supplement party numbers, convince the King to aid their cause etc. Perfer to hang back and direct battles instead of participating in them. Better suited to intrigue or business campaigns.
All worlds have potential masters of money and people. Large civilized societies are where you will find the most Enterprising Managers however.
GAME RULE INFORMATION
Enterprising Manager's have the following game statistics.
Charisma is the main ability score used by Enterprising Managers. Most class features are tied to this ability score as are the skills. Intelligence and Wisdom are the next most important as they provide more skill points and better modifiers for many skills.
Special* See below.
The Enterprising Manager's class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Forgery (Int), Gather Information (Cha), Knowledge (Nobility and Royalty) (Int), Knowledge (Local) (Int), Knowledge (Architecture and engineering) (Int), Knowledge (Geography) (Int), Knowledge (Nature) (Int), Knowledge (Arithmetic and Geometry
) (Int), Knowledge (Economics and Business
) (Int), Knowledge (Law
) (Int), Profession (Wis), Ride (Cha), Search (Wis), Sense Motive (Wis), Survival (Wis), Spellcraft(Int), Use Magic Device (Cha)
Skill Points at First Level:
(8 + Int modifier) x 4
Skill Points at Each Additional Level:
8 + Int modifier
|Level||Base Attack Bonus||Fort Save||Ref Save||Will Save||Special|
| Life Savings, Primary Talents, Negotiator|
| Resources, Please Don't Hurt Me!|
| Followers, Persuasive|
| Resources, To Him His Due|
| Economic Inspiration +1, Open For Business|
| Resources, Business Savvy|
| Economic Inspiration +2|
| Resources, Wise Thinker|
| Economic Inspiration +3, Favoured In-Guild|
| Resources, Expanded Office|
| Economic Inspiration +4|
| Resources, Extra Followers|
| Economic Inspiration +5|
| Guildmaster, Branching Out, Economic Inspiration +6|
| Resources, Charismatic Manager|
| Economic Inspiration +7|
| Resources, Skill Focus|
| Economic Inspiration +8|
| Resources, Branching Out|
All of the following are class features of the Enterprising Manager.
Weapon and Armor Proficiencies:
Proficient with all simple weapons plus the rapier, short sword, shortbow, longbow, and quarterstaff. Enterprising Manager's are proficient with light armor, but not with shields.
Life Savings (Ex):
The character starts with the sum of his Intelligence Bonus, Charisma bonus and Wisdom Bonus times 55 in gold pieces at first level. If he already has HD then he still receives half of this amount (rounded down).
Primary Talents (Ex):
Upon taking the first level of Enterprising Manager the character chooses 3 skills. These skills may be any in the game. If these are not class skills then they become class skills. If they are already class skills then the Enterprising Manager adds his Charisma Bonus as a bonus to these skills. The chosen skills have ramifications as noted in "Open For Business" below.
You also gain the bonus class feature as listed in the "Open For Business" table below at level 3. At level 6 you may add the bonus class skill as a Primary talent skill (and can add your Charisma as a bonus to that skill).
Gain Negotiator as a bonus feat. If you already have this feat then you gain Skill Focus (Any) instead.
Each time the Enterprising Manager gains this ability he receives a number of gold pieces equal to his current HD squared (after taking this current class level) times 100.
Please Don't Hurt Me! (Ex):
In combat anyone wishing to use any Melee attack or Melee attack action, or touch ranged Spell or Su ability against the Enterprising Manager must first make a Will save where the DC is equal to the Enterprising Manager's Diplomacy skill bonus (not a roll).
If the Enterprising Manager or any of his Followers/Cohort/Mount/Companion/Familiar (or any of such belonging to any Follower or Cohort) has dealt any damage to his attacker in previous rounds or combats then this ability cannot be used against that attacker.
Gain Followers as per the Leadership feat. This ability does not grant a Cohort. Should the Enterprising Manager also take the Leadership feat or any feat that grants a Cohort he only gains a Cohort. Should the Enterprising Manager also take the Leadership feat or any feat that also grants Followers he only gains +2 to his Leadership score.
All followers MUST be Commoners, Aristocrats or Experts with ranks in a profession and/or craft.
Any subsequent Cohort must be an Enterprising Manager, Aristocrat, The Master (Dragon Lance) or Expert base classes with ranks in Diplomacy and in a profession and/or craft.
Gain Persuasive as a bonus feat. If you already have this feat then you gain Skill Focus (Any) instead.
To Him His Due (Ex):
Any followers who make a profession/craft roll or who run a business (as per DMG II) provide 25% of their earnings or profit (if any) to the Enterprising Manager at the end of every month.
Economic Inspiration (Ex):
All Followers gain the bonus indicated to Profession or Craft rolls made each month for earning a living. If they are running a business (Page 180 DMG II) then they receive double the bonus to profit rolls instead for that month.
This bonus increases as indicated in the Enterprising Manager table above.
Open For Business (Ex):
You gain a free Business (Page 180 DMG II) as noted below. If the GM is not using the running a business rules you instead gain a small office as property and +5 to your personal profession or craft rolls to earn an income.
Business Savvy (Ex):
| Primary Talents Skill || Business Type Gained || Class Ability || Bonus Skill|
|Intimidate and either Tumble or Iajutsu Focus || Fighting School || Bonus Fighter Feat || Survival|
|Intimidate and either Hide or Move Silently || Criminal Organization || Trapfinding || Search|
|Profession (bookkeeper) and diplomacy or Appraise || Moneylender || Still mind || Sense Motive|
|Profession (other) and Appraise || Service of your choice. || None || Sense Motive|
|Profession (Shopkeeper) and Appraise || Shop of your choice. || None || Sense Motive|
|Two Knowledge skills not in class list and Profession (Teacher) || University || Bardic Knowledge || Spellcraft|
Gain Business Savvy as a bonus feat. If you are not using the running a business rules or already have this feat then you gain Skill Focus (Profession - any) instead.
Wise Thinker (Ex):
The Enterprising Manager may add his Wisdom Bonus to all Intelligence skills he has ranks in.
Favoured In-Guild (Ex):
Gain Favoured In-Guild as a bonus feat. If you are not using the Guild rules (DMG II) or already have this feat then you gain Skill Focus (Any) instead.
Expanded Office (Ex):
If you are using the running a business rules then you may select one of your Followers or your Cohort (if you have one). They gain a free business of the same type you selected in Open For Business. You gain 30% of all profits made by the business at the end of each month.
Extra Followers (Ex):
Gain Extra Followers as a bonus feat (doubles numbers of Followers). If you already have this feat then you gain +2 to your Leadership Score instead.
Gain Guildmaster as a bonus feat. If you are not using the Guild rules (DMG II) or already have this feat then you gain Skill Focus (Any) instead.
Branching Out (Ex):
Select one business you personally own. This business gains another office of the same type in a new location. Add the resulting profit rolls (before subtracting 25) together to determine if the business is making a profit as a whole. If you are not using the running a business rules then you may roll two different profession/craft rolls for your income each month and gain full income from both. The same business may be selected when you receive this for the second time.
Charismatic Manager (Ex):
The Enterprising Manager may add his Charisma Bonus to all Wisdom skills he has ranks in. This stacks with Primary Focus.
Skill Focus (Ex):
Gain Skill Focus (Any) as a bonus feat.