The Financier cannot have any Ability Score higher than 15. They begin the game with 1000 gold to spend and can requisition up to 14,000 more from home in installments of 200g before they are cut off. They receive no XP from treasure but instead multiply it: any gold or valuables deposited with their estate doubles.
The Financier can use no armor and only does damage equal to their HD with any weapon. If they become capable of casting spells they may know at most 1 spell; after casting they always faint. They may use any magic items that aren't weapons or armor without concern or limit to charges but any magic item they pass off to anyone else will have jussssst this second emptied of its charge. They always lose any magic items they've been entrusted with in less than three days.
The Financier can buy a normal reaction roll or morale check, getting +1 to the roll's result for every 50g they spend. The Financier may never spend money on themselves except for luxuries or accommodations in civilization. All of their money must be invested in the convenience, arming, protecting, and otherwise equipping of other members of their company.
The Financier has access to deep pockets and vast resources. They may request of their estate one favor, connection, item, or bit of obscure information. They receive this on a roll of 20 on 1d20, a roll which can only be modified by their level. Financiers can level at the same rate as Thieves provided they have mounted a successful expedition that level. For each level they gain one Attache. They may choose to begin play with either a Valet or a Teacher. A Financier's hit/save/hd progression is also as a Thief, while all retainers are considered Normal Persons.
A Financier always carries a small dirk or (period appropriate) pistol on their person. They are not, repeat not, able to use this effectively in normal combat, but may do so once per day during a surprise round. They roll at -5 to hit and if they succeed the target always dies.
Attaches
Valet- Valets secretly run the Financier's lives, keeping the company in good clean order, ensuring nothing gets left out or left behind. A good Valet defaults retainer morale to no less than 10 and is skilled at the cleaning, mending, fabrication of all garments, in addition to managing schedules and payments and accounts. Basically this means the DM will do your fucking bookkeeping and shopping and fetching for you god damn it. Also, keeping to the valet's schedule reduced the chance of wandering enemy encounters by 1.
Translator- Roll 1d10+ your Financier's level. On a 4+ your Translator can convert a text over a period of time determined by the DM, on a 7+ your Translator can speak a language enough to communicate basic ideas (proficiency), on a 10+ your Translator is fluent in this language and can teach your Financier to read this language, along with a childlike vocabulary.
Biographer- They keep meticulous records and are a good DM mouthpiece for going "actually you know this person, you know where this is, you've seen that sigil before." For mechanical benefit any PC who submits themselves to an in-character interview gains their Level x50 XP.
Teacher- Teachers make naturalist notations in their journals, capable of Identifying creatures and key abilities after being exposed to them. They are quite good at riddles and puzzles, with a chance in 10 equal to the Financier's level of knowing the solution. They are always properly apprised of regional courtly procedures.
Doctor- A doctor can roll 1d6 at any time, diagnosing a disease on a 6. They can roll 10/1d10 to stabilize or repair someone at 0HP and/or with massive physical trauma. They can roll 20/1d20 and yell LIVE DAMN IT LIVE once per Financier's level in order to bring a "dead" character back from the brink. Doctors can heal HP per day equal to the Financier's level x10, spread out across the entire company.
Artist- Artists have an eye for beauty and can see value where others don't; where there is a chance of precious statuary, tapestries, paintings, jewelry, etc. an Artist can force one reroll per loot check. They also record impressions of their journeys which can be sold back in civilization for a sum determined by the DM (but the more horrible the things they survive, the more profitable their works).
Guide- Guides know 1d6 rumors about any dungeon or temple your party enters, and on a 20/1d20 they have been here once before and can point out three (3) traps, if traps there be. Overland they have access to a number of friendly groups or safehouses in the area equal to the Financier's level. They provide crude but powerful mapping.
Relative- Relatives are either panicky, drunken, or eccentric. They all have 5 family secrets, which the DM can reveal at any time. Sometimes they are pertinent to the matter at hand, sometimes they are a matter unto themselves. They have their own purse which can only be spent on souvenir shopping, gambling, or investments. 1/12 of the time these pay off with access to some magic item or other, as the situation warrants.
Bodyguard- They can take any amount of damage intended for the Financier and stay standing, so long as the Financier is conscious, never gets a save vs. spell effects but can suffer a spell or magic effect instead of Financier.
Chef- Chefs can purify food or water for consumption, as the spell, and so long as rations hold out can prepare this stock in such a way as to restore 1 lost Ability Score point/day.
Steward- Catalogues and guards the company stores and purse as a level 10 Fighter, otherwise ineffective in combat; company stores always includes alcohol rations and private reserves.
Maid- Prevents the Financier and their company from being tracked except by magical means, can prepare a camp so comfortably that a full night's rest is achieved in 5hrs, freeing everyone for a little bit of, achem, "feather dusting."
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Consider this a bit of BREAK!! methadone, and a good companion to the Extras class (found on the FRACAS, link to the right!)