A member class. Where the Factor holds stock and waits for a price, the Purveyor sells to the only customer who cannot walk away: an army in the field.
Wars are logistics. A siege is a supply problem with soldiers attached, and the side that eats is the side that wins. The Purveyor is the class that decides who eats.
| Hit Die | d8 |
| Primary Ability | Intelligence and Wisdom |
| Saving Throws | Intelligence, Wisdom |
| Armor | Light, medium |
| Weapons | Simple, plus one martial |
| Tools | Merchant's scales, ledger and seal, cartographer's tools |
| Skills | Choose 2 from Insight, Investigation, Persuasion, History, Nature, Survival |
Ability Score Improvements: 4, 8, 12, 16, 19 (you may take a feat instead at each).
| Level | Prof. | Features |
|---|---|---|
| 1 | +2 | The Ledger (see the true stock position of any market, depot or guild store you have access to), Provision (issue supply to a host at a scale no Factor reaches) |
| 2 | +2 | Chain of Supply (link depots into a network that moves stock between them without a hauler) |
| 3 | +2 | Command (subclass, below) |
| 4 | +2 | Ability Score Improvement (or feat) |
| 5 | +3 | Sustain (a host, fleet or garrison you supply consumes materially less than one supplied by anyone else) |
| 6 | +3 | Priority (decide issue order across competing demands: which unit, which front, which ship, gets it first) |
| 7 | +3 | Command feature |
| 8 | +3 | Ability Score Improvement (or feat) |
| 9 | +4 | Strategic Reserve (a larger designated vault, a fixed quantity out of a raid's reach, held to be spent at one decisive moment) |
| 10 | +4 | Forecast (see a region's committed demand and current burn in one view: what is stocked, what is already spoken for, and how long the difference lasts at present rates. Aggregation, not prophecy) |
| 11 | +4 | Requisition Authority (draw on allied and guild stores under agreed terms, at speed) |
| 12 | +4 | Ability Score Improvement (or feat) |
| 13 | +5 | Command feature |
| 14 | +5 | Denial (the counter-logistics half of the job: read where an enemy's supply is thin, buy what they need before they can, and mark what should be hit for people who hit things) |
| 15 | +5 | The Train (a standing supply column that maintains itself between your depots and a front) |
| 16 | +5 | Ability Score Improvement (or feat) |
| 17 | +6 | Command feature |
| 18 | +6 | Nothing Wasted (attrition only: your losses to spoilage and shrinkage approach zero. It does nothing against a raid) |
| 19 | +6 | Ability Score Improvement (or feat) |
| 20 | +6 | The Arsenal (a war store of regional consequence: what a campaign is fought out of, and a target worth a campaign of its own) |
Strategic Reserve. A fixed quantity of stock that a raid cannot take. Nothing Wasted. Spoilage and loss fall sharply; over a campaign that is the difference between solvency and ruin.
The Purveyor services a claim's supply state directly, which makes them a legitimate military target and a legitimate diplomatic one. Cutting an enemy's Purveyor is often cheaper than fighting their army.
A Purveyor takes a Command, and it decides which war machine they feed.
Neutrality is a business model. Nothing stops a Purveyor supplying both sides of the same war, and the Unsworn have built a seat on exactly that principle. Nothing protects them from what happens when both sides find out, either.
Sanctions, embargoes and the Curia's writ all land on this class first, because supply is the thing worth interdicting.
Free class unless marked otherwise. No unlock needed: pick it at character creation and start.
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