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<blockquote data-quote="Mark Causey" data-source="post: 1992111" data-attributes="member: 13347"><p><a href="http://www.enworld.org/showthread.php?t=115350" target="_blank">Spawned from another conversation</a>, I'd like to add some ideas I've had to a possible Guild (or other organizational form) Mechanic. </p><p></p><p></p><p>My criteria were:</p><p></p><p>*-This should work out to give all members of a group similar abilities (i.e. they've trained each other, they've been similarly blessed/desecrated, etc.)</p><p>*-This should not require that every member be from the same class or have a level or levels in a particular prestige class</p><p>*-This should be a reward to the dedication to the group, especially if used for PCs</p><p>*-This should be available to low level or even NPC classes, as I don't run high level campaigns</p><p></p><p>Ideas that had been presented involve the following:</p><p></p><p>*-No extra class levels needed - XP expenditures ala Rituals/Magic Item creation</p><p>*-One to three levels needed - class levels along the line of Monster Racial/Template levels, not needing any prerequisites except for having joined the group and dedicating time to it.</p><p>*-Free to choose class levels - Feats representing training, "bloodline" benefits (Unearthed Arcana)</p><p></p><p>So, what I have is the following:</p><p></p><p>A broad base of a Guild/Cult Unit (heretoafter referred to as a GCU) should involve those 'important but unimportant' individuals: those who give their time when they can, provide a little income to the GCU, do menial labor when needed, or sell cookies to neighborhood children, sometimes referred to as grunts or grunt workers. Grunts would never work hard enough to achieve much of a level in an organization, but if your group is missing these (secret GCUs often do - at least, the grunts don't know who they're working for), it is of little matter because this level wouldn't get a benefit from the group, anyway. It is simply noted where benefits begin and end in a GCU.</p><p></p><p>To achieve a level higher than grunt, one usually has to know someone, do something important, be initiated into mystical rituals, or something of that nature. This level, that I'm going to call the Initiate, should be marked by a manner consistent with the level of effort that the individual put in.</p><p></p><p><strong>Part I</strong></p><p></p><p><strong>Example 1:</strong></p><p></p><p>A grunt works hard for many years, getting to know members of the GCU (Thieve's Guild), and finally hits it big when he recognizes a spy trying to infiltrate late one night under the guise of another. Noted for his sharp eyes, the grunt is initiated into the GCU soon thereafter. He works hard, still, and they recognize his loyalty whenever he's around.</p><p></p><p>The grunt becomes an initiate, taking on the feat Recognized by Thieve's Guild [GCU].</p><p></p><p><em>Recognized by Thieve's Guild [GCU]</em></p><p>Prerequisite: The character must perform an act that is recognized by his local Thieve's Guild.</p><p>Benefit: The character can begin to train with the guild if she so wishes. The character receives a +2 circumstance bonus on Diplomacy checks when dealing with Thieve's Guild members.</p><p></p><p><strong>Example 2:</strong></p><p></p><p>A grunt is snapped up by the GCU (a local cult) when he shows a penchance for the mystical beliefs they hold; he is also needed after some of the cultists are killed by raiding adventurers. Taken late one night to a sacred spot, a grove, and he partakes in a ritual and is accepted by the GCU and their patron deity.</p><p></p><p>The grunt becomes an initiate, spending XP to become mystically bonded to his group and grove.</p><p></p><p><em>Acceptance Ritual of the Grove Keepers [Ritual]</em></p><p>Prerequisite: The character must be found to accept the same beliefs of the Grove Keepers and called to duty. XP cost: 100 XP.</p><p>Benefit: The character can always intuite her way direction to the sacred grove, even in complete darkness, so long as she is within 10 miles of its location. She can detect other members of the grove given a minute's study of one being within 30' of her.</p><p></p><p>Second Half of Part I and Part II to come.</p></blockquote><p></p>
[QUOTE="Mark Causey, post: 1992111, member: 13347"] [URL=http://www.enworld.org/showthread.php?t=115350]Spawned from another conversation[/URL], I'd like to add some ideas I've had to a possible Guild (or other organizational form) Mechanic. My criteria were: *-This should work out to give all members of a group similar abilities (i.e. they've trained each other, they've been similarly blessed/desecrated, etc.) *-This should not require that every member be from the same class or have a level or levels in a particular prestige class *-This should be a reward to the dedication to the group, especially if used for PCs *-This should be available to low level or even NPC classes, as I don't run high level campaigns Ideas that had been presented involve the following: *-No extra class levels needed - XP expenditures ala Rituals/Magic Item creation *-One to three levels needed - class levels along the line of Monster Racial/Template levels, not needing any prerequisites except for having joined the group and dedicating time to it. *-Free to choose class levels - Feats representing training, "bloodline" benefits (Unearthed Arcana) So, what I have is the following: A broad base of a Guild/Cult Unit (heretoafter referred to as a GCU) should involve those 'important but unimportant' individuals: those who give their time when they can, provide a little income to the GCU, do menial labor when needed, or sell cookies to neighborhood children, sometimes referred to as grunts or grunt workers. Grunts would never work hard enough to achieve much of a level in an organization, but if your group is missing these (secret GCUs often do - at least, the grunts don't know who they're working for), it is of little matter because this level wouldn't get a benefit from the group, anyway. It is simply noted where benefits begin and end in a GCU. To achieve a level higher than grunt, one usually has to know someone, do something important, be initiated into mystical rituals, or something of that nature. This level, that I'm going to call the Initiate, should be marked by a manner consistent with the level of effort that the individual put in. [b]Part I[/b] [b]Example 1:[/b] A grunt works hard for many years, getting to know members of the GCU (Thieve's Guild), and finally hits it big when he recognizes a spy trying to infiltrate late one night under the guise of another. Noted for his sharp eyes, the grunt is initiated into the GCU soon thereafter. He works hard, still, and they recognize his loyalty whenever he's around. The grunt becomes an initiate, taking on the feat Recognized by Thieve's Guild [GCU]. [i]Recognized by Thieve's Guild [GCU][/i] Prerequisite: The character must perform an act that is recognized by his local Thieve's Guild. Benefit: The character can begin to train with the guild if she so wishes. The character receives a +2 circumstance bonus on Diplomacy checks when dealing with Thieve's Guild members. [b]Example 2:[/b] A grunt is snapped up by the GCU (a local cult) when he shows a penchance for the mystical beliefs they hold; he is also needed after some of the cultists are killed by raiding adventurers. Taken late one night to a sacred spot, a grove, and he partakes in a ritual and is accepted by the GCU and their patron deity. The grunt becomes an initiate, spending XP to become mystically bonded to his group and grove. [i]Acceptance Ritual of the Grove Keepers [Ritual][/i] Prerequisite: The character must be found to accept the same beliefs of the Grove Keepers and called to duty. XP cost: 100 XP. Benefit: The character can always intuite her way direction to the sacred grove, even in complete darkness, so long as she is within 10 miles of its location. She can detect other members of the grove given a minute's study of one being within 30' of her. Second Half of Part I and Part II to come. [/QUOTE]
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