Samloyal23
Adventurer
BAB: 3/4, like cleric (a banker is surprising tough, they need to be because they deal with powerful creatures almost everyday)
SAVES: High Reflex and Will (a banker is quick and and strong willed)
SKILLS: either 8+Int OR 6+Int (what do you guys think is more appropriate?). A banker is very skillful.
This is a skill intensive class with little combat training, essentially are variant on the Trader class and it has no spells, so I'd go with 8+Int for skill points.
CLASS SKILLS: Profession (any), Craft (any), Sense Motive, Bluff (a banker frequently makes use of this skill), Diplomacy, Intimidate (a banker may need to be intimidating), Appraise, Knowledge (relevant knowledge skill, not all), Forgery, Gather Information, Sleight of Hand, Use Magic Device (Yeah a banker gets this as a class skill because it reflects his affinity for items of all kinds), Spot ( a bankers eyes need to be quick), Tumble (a banker finds himself tumbling across the floor quite abit, it is often useful for a banker to perfect his skills in tumbling)
Knowledge (bureaucracy, economics, finance, law, nobility and royalty, and numeracy) is the key skill for this class. I've never seen a teller or bank manager tumble, I think that may be over the top.
PROFICIENT: Light Armor, and shield (except tower shields).
All Simple Weapons, also the banker gets to choose one martial weapon as a favored weapon. It gains proficiency with its favored weapon. This reflects a bankers training and preparation for combat in case of a volatile situation (they keep their favored weapon behind their desk, etc.).
I don't see them needing a favoured weapon, most of the items likely to be used, say a fireplace poker or baseball bat, are just variants on the club.
Possible Class Features:
A banker gains +1 on UMD checks at level 1. At level 5 and every 5 levels thereafter the banker receives a +1 increase on its UMD checks, so +2 at level 5, +5 at level 20, etc. (this increase stacks with all others).
Bribe: Any intelligent creature (Int 3 or above) could be bribed (it functions like charm or dominate spells, however the duration are generally longer). We would need to limit the uses somehow (and the players money shouldnt be that limit). It should be Cha. based (maybe it could be mechanically like a hexblades hexes, but it should be able to be used more than the hexes).
A banker may get item creation feats for free. Or maybe they would get to use extra item slots (at level 10 they can use 3 rings, or 2 belts, or something).
A bankers main defense are the items it carries. Bankers get extra gold per level that they can use to buy better or more items (maybe something like 1/10 of wealth per level extra or something). This is not actual gold but assets and bonuses gained from banking. This may complicate things more than not so this ability may not be any good. But if we keep the extra gold as a small fraction of wealth per level then it shouldnt be unbalancing (this is supposed to make the banker a viable threat and it reflects the bankers ability to gain and deal with money).
Bribery is a function of Diplomacy. Let the Banker add his class level to his diplomacy check to bribe someone. Without spells there is no reason to gain item creation feats, but a banker is wealth personified, I can see gaining an extra item slot. Maybe the bank can wear an extra ring or amulet. As for gold, the Banker automatically has a high income from this profession (banker) skill. Let him add his class level to all profession skill checks.