The Aurumancer (A Swords and Wizardry/Old School Class)

While some look to draw their powers from gods or eldritch energies, the banking mages of Alt-St. Fran's pledged themselves to a higher power: wealth. What better way to distance yourself from the riff-raff than to kill them with your pocket book?

Prime Attribute: Intelligence 13+
Hit Dice: 1d6 per level
Armor: Cloth
Weapons: clubs, daggers, staves, and crossbows
Saving Throw: As magic user
Experience: As cleric
Attacks: As magic user with weapons, as fighter with Molten Gold

Molten Gold: The aurumancer can transmute golden coinage or treasure into streams of molten gold to attack enemies. Using this ability requires sacrificing 10 gp (or its equivalent in treasure), has a range of 30 ft, and deals 1d6 damage. For each level the aurumancer has above first, he or she can sacrifice an additional 10 gp to add +1 to the damage. Gold used in this manner is ruined by the attempt.

Like this, but, you know, out of a dude's hand.
  Armor of Wealth: For every 100 gp worth of jewelry an aurumancer wears his or her magics become more tangible, increasing their AC +1 (up to +6).

Mr. T is basically walking around in full plate at this point.

Aurumancer's Eye: At second level, the aurumancer can replace one of their eyes with a magicked golden ball in a ritual that costs 100 gp. This allows them to know anyone's wealth relative to theirs (poorer than me, richer than me, about the same) just by looking at them or a thing they handled within the last week.

Consume Wealth: At fifth level, the aurumancer gains the ability to consume rare and sought-for magic items to boost their personal power. Consuming a one-use magic item (such as a scroll or potion) grants +1d6 to one of their stats or hp for one hour. Consuming a permanent magic item instead gives them a permanent +1 (up to max). Consuming a magic item is an hour-long ritual with much wine drinking, pursing of lips, mustache-twitching, and harumphing.

Palace: At ninth level the aurumancer can create a palace of obnoxious wealth for themselves. This palace will  attract a host of guards, merchants and rich, cutthroat nobles loyal to the aurumancer (or at least, loyal to the aurumancer's bank account).

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