“Even Hell has opportunity for those that seek it.”
An entrepreneur hungers for riches. All three of his eyes are always wide open for even the slightest opportunity to gather more gold. Long ago, the entrepreneur decided that one cannot sit around and wait for a fortune to come to him; one must go to the fortune! He has become a traveler, an adventurer, and a salesman of words.
The entrepreneur has learned how best to pilfer dungeons and dangerous lairs. He has procured ways to slay monsters while keeping them in one piece for later sale of their hides and other valuable extremities and innards. Entrepreneurs have the gift of the gab, and can even talk their way out of harm. Most importantly, they make a living out of adventuring.
Role: Entrepreneurs are excellent scouts and often take this class to augment a career in roguery. Their ability to bargain and talk themselves out of dangerous situations also makes them wonderful candidates for the party spokesperson or even leader. Their business sense might also qualify them as party treasurer…a position they will vie for regardless of the party’s confidence in them.
Alignment: Entrepreneurs can be of any alignment, though most avoid chaotic, as great focus is required to be successful.
Hit Die: d6
To qualify to become an entrepreneur, a character must fulfill all of the following criteria:
The entrepreneur’s class skills (and the key ability for each skill) are Appraise (Int), Diplomacy (Cha), Disable Device (Dex), Knowledge (any) (Int), Perception (Wis), Linguistics (Int), and Sense Motive (Wis).
Skill Points at Each Level: 8 + Int modifier.
The following are class features of the entrepreneur prestige class.
Weapon and Armor Proficiency: Entrepreneurs are proficient with all simple and martial weapons. They are proficient with light armor.
Entrepreneurs are automatically considered to have rolled a natural 20 for all Appraise skill checks. Furthermore, they can appraise an item as a swift action and can determine the most valuable item in a hoard as standard action.
Entrepreneurs have an uncanny knack at remembering tidbits of information. This extraordinary memory improves as they level in this class. They gain a +2 aptitude bonus to all Knowledge checks. This bonus increases to +4 at level 4, +6 at level 7, and +8 at level 10.
At 2nd level, the entrepreneur’s third eye has become so acute that he gains the blindsight ability out to 20 feet. At 8th level, this ability extends to 40 feet. This ability relies on electromagnetic radiation (radio waves) to perceive objects, and is therefore is not affected by sound or scent-based effects. Lightning and electricity effects that occur within the range of this vision, however, temporarily negate this blindsight for 3d6 rounds.
Also at 2nd level, whenever an entrepreneur hits with a bludgeoning weapon, he deals damage normally yet leaves no visible wounds. In addition, the same amount of damage dealt appears to heal the target, without actually allowing the target to recover any hit points. This effect only works on living creatures with a discernible biology; creatures such as constructs and undead are immune.
At 3rd level, the entrepreneur exudes an aura of trustworthiness. Creatures in squares immediately adjacent to the entrepreneur, at his discretion, may incur a penalty to Sense Motive and Perception checks equal to his Charisma modifier or Wisdom modifier (whichever is higher). At 6th level, increase the range to 10 feet and at 9th level, increase to 20 feet. The entrepreneur actively chooses what creatures are affected and when. He cannot affect a creature retroactively.
At 5th level, the entrepreneur’s third eye has taken on supernatural properties. Once per day, as a full-round action, he can see what is immediately beyond any barrier up to 3 feet thick. Extraordinary and supernatural vision such as darkvision and blindsight does not extend through this ability; if the area that is being viewed is too dark, then nothing can be seen except darkness. If the barrier is too thick (greater than 3 feet thick), the entrepreneur sees only darkness. This ability does not have any fine tuning, so using it to see through clothes or into containers is generally useless unless at least one foot of empty space exists between the opposite edge of the barrier and the next object. Similarly, barriers made of more than one material are treated as one barrier. For example, if the entrepreneur is standing in front of a metal slab bolted to stone wall with three trolls pressed up against the other side, using X-ray vision shows the room beyond, completely bypassing the metal/stone/troll barrier.
At 7th level, the entrepreneur can sense treasure hoards worth at least 1,000 gp within a range of 200 feet per entrepreneur level. While the entrepreneur does not know the nature or composition of the treasure that he is detecting, he does know the general direction and distance that the treasure is located from him. All treasure within 50 feet of itself can be collectively counted as one treasure hoard. This ability always detects the treasure hoard with the greatest market value. This sense is much like a compass needle; it points directly at the treasure in a straight line, without regard to how to get to the treasure or the safest path. Approximate distance can be estimated with a margin of error of plus or minus 50 feet.
At 10th level, the entrepreneur can cast true seeing as a spell-like ability up to three times per day. The CL for this ability is equal to the entrepreneur’s character level. The effect can only be granted to the entrepreneur.