Guilds

Guilds

The list of skills under Guild Skills receive a +3 bonus as long as the character has at least 1 rank in that particular skill.

Restricted Skills cannot be purchased without an in game reason and cost 1 extra Skill Point per Rank up to Rank 10. At Rank 11+, the cost becomes +3 extra.

1. Alchemist’s Guild
The Alchemist’s Guild specializes in the brewing of various mundane chemicals, potions, salves, powders, and medicines. Some gifted Alchemists can create magical variants of the same. The guild itself does not teach its members how to use magical talents to imbue their chemicals; however, members that know how to imbue their chemicals can earn extra income when those specific items are requested.

Guild Skills: © Alchemy, (K) Nature, Perception, Survival

Restricted Skills: Heal, (K) Planes, © Smithing, Appraise, (M) Channeling, (M) Trance, (M) Use Relic

2. Apothecary’s Guild
Members of the Apothecary’s Guild are trained in healing and tending to injury and various non-magical diseases and afflictions.

Guild Skills: Heal, (K) Nature, Linguistics, Perception

Restricted Skills: (K) Arcana, (K) Planes, © Alchemy, © Smithing, Appraise , (M) Channeling, (M) Trance, (M) Use Relic

3. Barrister’s Guild
This guild trains its members in the law of the land. Members are expected to uphold the law, but not enforce it. They are hired by citizens who are accused of crimes, or citizens who wish to bring charges of civil matters to the court against other citizens.

Guild Skills: Bluff, Diplomacy, (K) Local, (K) Nobility, Linguistics, Intimidate, Sense Motive

Restricted Skills: Heal, (K) Arcana, (K) Planes, © Alchemy, © Smithing, Appraise , (M) Channeling, (M) Trance, (M) Use Relic

4. Legionnaires
This is the City-State’s Law Enforcement and Military. Members of this guild are expected to respect and enforce the law. They hold legal authority depending on their Status and the City-State they represent

Guild Skills: Athletics, (W) Exotic, (W) Lg 1-Hand, (W) Pole-Arms, (W) Sh 1-Hand, (W) 2-Handed, Perception, (K) Local, (K) Nobility, Survival, Intimidate

Restricted Skills: Heal, (K) Arcana, (K) Planes, © Alchemy, © Smithing, Appraise , (M) Channeling, (M) Trance, (M) Use Relic

5. Mercenary’ s Guild
Members of this guild specialize in fighting and are usually hired on as temporary military soldiers or personal guards, as well as bounty hunters. Members are often expected to take on highly dangerous tasks. Members also govern the making of weapons and Armor.

Guild Skills: Athletics, Stealth, (W) Archery, (W) Exotic, (W) Lg 1-Hand, (W) Sh 1-Hand, (W) 2-Handed, Perception, (K) Dungeon, (K) Local, © Smithing, Survival, Intimidate

Restricted Skills: Heal, (K) Arcana, (K) Planes, © Alchemy, Appraise, (M) Channeling, (M) Trance, (M) Use Relic

6. Merchant’s Guild
Members of this guild are allowed to sell and trade goods for profit. They are often given tasks to recover lost or stolen goods in order to continue the advancement of the economy. Some are assigned to various other Guild Houses as operators of Guild Shops.

Guild Skills: Appraise, Bluff, Diplomacy, (K) History, (K) Local, Perception, Sense Motive, Slight of Hand

Restricted Skills: Heal, (K) Arcana, (K) Planes, © Alchemy, © Smithing, (M) Channeling, (M) Trance, (M) Use Relic

7. Wayfarer’s Guild
Members of this guild are trained in survival, animal husbandry, and cartogrphy. They are hired out to care for stables, as guides, mapper makers, hunters, and scouts. They control and maintain roads, streets, and other modes of transportation between and within towns, provinces, CityStates and Nations. As a side benefit, they never have to pay a Toll charge within their respective domain.

Guild Skills: Athletics, Stealth, (W) Archery, (W) Lg 1-Hand, (W) Sh 1-Hand, Perception, (K) Dungeon, (K) Geography, © Tanning, Survival, Handle Animal

Restricted Skills: Heal, (K) Arcana, (K) Planes, © Alchemy, © Smithing, (M) Channeling, (M) Trance, (M) Use Relic

8. Temple of Estoaddon
The Temple of Estoaddon governs all of the churches that worship an Aspect of Estoaddon. The Temple specializes in the various religious rituals of each Aspect, although the Clergy (members of this guild) are encouraged to follow a single aspect, it is not required. Worshiping Estoaddon as a whole is just as common. Those Clergy with magical talents that relate to Estoaddon may learn to advance their ability over the Sphere of Estoaddon through the temple if they can find a member willing and able to take the time. Members of the Temple are expected to adhere to certain guidelines which depend on the member’s chosen path and the Aspect of that path in which he follows.

Although Channeling is a Guild Skill, for this Temple, Any Spell that does not fall under Estoaddon’s Domain does not receive the +3 Bonus, however All Spells that do fall under Estoaddon’s Domain receive a +5 Bonus (instead of the +3).

Any Spell that does not fall under Estoaddon’s Domain is illegal to cast.

Spells that fall under Estoaddon’s Domain are any spell that as an elemental affect or that is Energy based (Positive and Negative energy or any energy dealing with Alignment does not count). Fire, Electricity, and cold are examples, as well as Air based spells. Acid is another exception; Acid is considered water based and therefore is governed by Tettutak.

Guild Skills: Diplomacy, (K) Religion, Profession, (M) Channeling, (M) Trance

Restricted Skills: Heal, (K) Arcana, © Alchemy, © Smithing, Appraise, (M) Use Relic

9. Temple of Lorenk’r
The Temple of Lorenk’r governs all of the churches that worship an Aspect of Lorenk’r. The Temple specializes in the various religious rituals of each Aspect, although the Clergy (members of this guild) are encouraged to follow a single aspect, it is not required. Worshiping Lorenk’r as a whole is just as common. Those Clergy with magical talents that relate to Lorenk’r may learn to advance their ability over the Sphere of Lorenk’r through the temple if they can find a member willing and able to take the time. Members of the Temple are expected to adhere to certain guidelines which depend on the member’s chosen path and the Aspect of that path in which he follows.

Although Channeling is a Guild Skill, for this Temple, Any Spell that does not fall under Lorenk’r’s Domain does not receive the +3 Bonus, however All Spells that do fall under Lorenk’r’s Domain receive a +5 Bonus (instead of the +3).

Any Spell that does not fall under Lorenk’r’s Domain is illegal to cast.

Guild Skills: Diplomacy, (K) Religion, Profession, (M) Channeling, (M) Trance

Restricted Skills: Heal, (K) Arcana, © Alchemy, © Smithing, Appraise, (M) Use Relic

Spells that fall under the Domain of Lorenk’r are any spells dealing with Life or Death. Positive and Negative energy also fall under this domain as well as any spell that creates or summons creatures.

10. Temple of Tetutakk
The Temple Tetutakk governs all of the churches that worship an Aspect of Tetutakk. The Temple specializes in the various religious rituals of each Aspect, although the Clergy (members of this guild) are encouraged to follow a single Aspect, it is not required. Worshiping Tetutakk as a whole is just as common. Those Clergy with magical talents that relate to Tetutakk may learn to advance their ability over the Sphere of Tetutakk through the temple if they can find a member willing and able to take the time. Members of the Temple are expected to adhere to certain guidelines which depend on the member’s chosen path and the Aspect of that path in which he follows.

Although Channeling is a Guild Skill, for this Temple, Any Spell that does not fall under Tettutak’s Domain does not receive the +3 Bonus, however All Spells that do fall under Tettutak’s Domain receive a +5 Bonus (instead of the +3).

Any Spell that does not fall under Tettutak’s Domain is illegal to cast.

Spells that fall under the Domain of Tettutak are any spells that affect Matter. Earth, Water, Metal, Gems, Dirt, and Soil are just examples of this Domain. Acid is water based and therefore is considered under the Domain of Tettutak.

Guild Skills: Diplomacy, (K) Religion, Profession, (M) Channeling, (M) Trance

Restricted Skills: Heal, (K) Arcana, © Alchemy, © Smithing, Appraise, (M) Use Relic

11. University of Arcane Lore
This guild instructs its members on the proper use of magic and the techniques necessary to develop those skills to further the member’s arcane path. Members of this guild can learn Spheres much easier than those who risk obtaining the knowledge outside of the collegium.

A member of this Guild can cast legally cast any spell. However, the member is completely liable for any affects that occur.

Guild Skills: (K) Arcana, (K) Planes, (M) Channeling, (M) Trance, (M) Use Relic

Restricted Skills: Heal, © Alchemy, © Smithing, Appraise

Guilds

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