A PrC not built for violence, but rather for commerce and economic conquest. Taking several levels in the class would leave a character much weaker in combat, but able to get rich without needing loot. In many cases it might be best just as a one or two level dip for roleplaying reasons. There are also some cases where it might be best to roleplay a business instead, but if you want a business as a class feature with a set rate of return this might be useful.
Your comments are welcome.
To qualify to become an entrepreneur, a character must fulfill the following criteria.
Appraise 4 ranks, Bluff 4 ranks, Diplomacy 4 ranks, Sense Motive 4 ranks, Profession or Craft 8 ranks
Appropriate Economic Climate
Entrepreneurs can only flourish in societies with plentiful trade and commerce. You may not take levels in the entrepreneur class when cut off from that environment, and can only apply entrepreneur abilities to places suited for them.
The entrepeneurís class skills are Appraise, Bluff, Craft, Diplomacy, Disable Device, Forgery, Gather Information, Intimidate, Knowledge (Geography), Knowledge (History), Knowledge (Local), Knowledge (Nobility and royalty), Profession, Search, Sense Motive
Skill Points at Each Level
8 + Int modifier
Weapon and Armor Proficiency
|Level||Base Attack Bonus||Fort||Ref||Will||Special|
|1||0||+0||+0||+2||Bodyguard, Business Savvy|
Entrepeneurs gain no proficiency with any weapon or armor.
An entrepreneur receives a bodyguard, a loyal npc warrior cohort with a character level that is always two below that of the entrepreneur. The bodyguard is in addition to any cohort granted by the leadership feat. Although a paid mercenary the bodyguard costs the entrepreneur nothing - assume their salary is budgeted into the expenses of the businesses granted by their business savvy abilities. Should a bodyguard be killed it usually takes a month to find a replacement, although it might be longer should the entrepreneur get a reputation for having their bodyguards repeatedly die off.
With each level an Entrepreneur may select one form of business savvy, a talent that provides an edge at commercial ventures.
A venture is a business or investment of some kind that the entrepreneur has developed a business plan for, is run by subordinates, has its own small building, and does not need to supervised by the entrepreneur on a day-to-day basis. Start-up costs are provided by investors and require no money out of the entrepreneur's pocket. A venture accumulates profit for the entrepreneur each week on its own equal to half their craft or profession check. The entrepreneur may visit the venture to collect their money, or have it sent to them by some other means. By choosing the venture business savvy more than once an entrepreneur can open multiple businesses, each earning their own revenue stream. Each venture in one city must be based off a separate profession or craft skill as to not compete, but ventures in separate cities may be based off the same skill and considered branches or affiliates of another. An entrepreneur must still supervise a venture to some extent, either by visiting or maintaining a correspondence over a distance. After three months without any supervision a venture only makes half money, after six months with no supervision a venture earns no income for the entrepreneur but never closes. Should a venture no longer be feasible due to outside forces (such as a city being destroyed or a war) an entrepreneur may replace it with a new venture elsewhere at the earliest opportunity. An entrepreneur receives +2 to all diplomacy, gather information, intimidate, and knowledge (local) checks in cities they have a venture in.
The entrepreneur is able to receive a 10% discount off the standard sale price of all non-magical goods and services. Each time this skill is selected they receive an additional 10% discount, to a maximum of 50% off the list price. No cost can ever be reduced lower than one copper, or an equivalent amount in goods. Any item that can be considered a trade good cannot be haggled over.
High Seas Merchant
Using money from investors an entrepreneur purchases a stake in a sailing ship and hired crew. Each week they earn an amount of gold equal to half their Profession (Merchant) check, which is sent to them by courier or some other means. The sailing ship provides free passage and board to the entrepreneur and up to five companions, but only on its normal schedule and route between major trading ports. Each time the high seas merchant business savvy is taken they invest in a new ship, providing a separate stream of income. Should the ship ever be destroyed by outside forces the entrepreneur may invest in a new ship for free.
The entrepreneur recruits informants in a city of their choice, allowing them to make a gather information for that city each day with no time or effort, even at great distances. From character levels 1-10 you must arrange to meet a messenger at a place or at a list of places each day or miss the message, and you must be within a hundred miles of the city. From levels 11 onward your informants use sending spells to contact the entrepreneur whenever they might be (often by using their connections to get free spells from the local church). This news always includes useful business information, and if you can relay this knowledge to a venture or ship granted by business savvy before a week passes this usually allows you to double your profession check for the week that business. Should the city you choose ever be destroyed or similarly made no longer applicable for this ability the entrepreneur can recruit
Base of Operations
You earn use of a furnished mansion in any city. You do not truly own the mansion and cannot sell it; instead it is usually leased to you free of cost by an investor or business partner. The mansion is maintained by two servants per character level, and can host a banquet for up to a dozen people per character level each day at no cost to the entrepreneur. The mansion can often be used to provide a +2 circumstance bonus on many uses of the bluff, diplomacy, gather information, and intimidate skill. Each time this business savvy is taken they receive use of a new mansion in a new city. Should the mansion ever be destroyed by outside forces they may replace it.
You are talented at finding worthy candidates for loans. You may give out any amount of your own money in a city, and receive one percent of that original amount back as interest each week. You may have a cumulative 10,000gp given out at one time, in any number of places, per time this business savvy is selected.
The entrepreneur has a business relationship with the governments, churches, or criminal organizations. Where applicable you may receive one of the following in any one city of your choice:
*+4 to all diplomacy and bluff checks to get out of legal trouble
*One free 4th level or lower cleric spell cast for you each day by a low level cleric. Casting the spell must not require them to leave the city, must not be risky or violate their deity's alignment, have no xp cost, and you must provide any material component or costly focus.
*Using criminal ties to have an npc rogue or rogue/assassin two levels lower than you attempt to kill anyone within the city once a month for free. Only targets that provide a fairly reasonable chance of success and escape will be attempted by the assassin.
Immunity to Mind Tricks
The entrepreneur is immune to suggestion spells and effects.