By et al Chris Maxfield
Earlier, there was little reason behind adventurers to offer guilds a moment inspiration. whereas usually noticeable as locations to discover items and providers or hirelings, guilds can shape the backdrop for lots of interesting adventures on many myth worlds the place energy and prominence in shaping countries, towns, and cultures relies on the guilds and funds. a lot pleasure and intrigue can lurk one of the shadows and rooms of the guildhalls, as people with secrets and techniques and cash fast study… Guilds carry strengths and affects infrequently on hand from dragons’ lairs or the darkest of dungeons. Guildcraft info the powers and privileges of guild club, in addition to new wisdom and info at the underpinnings of your d20 worlds. Adventurers of each category and ability have new possibilities for either enlightenment and revenue: What awaits you in Guildcraft? greater than 10 new class-based guilds 3 new skill-based guilds 3 social guilds excellent for hardcore roleplayers The Collective (an adventurers' guild) entire ideas for desgning new guilds to your crusade new status sessions excellent for super-charging guilds
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Additional info for Guildcraft (d20 System)
As well as teaching magic, academies’ reputations as sources of quality scholarship mean that they may also engage in the proﬁtable service of teaching the children of the rich and powerful. The subjects an academy may teach include languages, history, natural history, arithmetic, geometry, and astronomy. Number Limit: An academy must have at least three members. Although there is no theoretical upper limit to membership, it is rare for an academy to have more than thirty wizards. Test/Examination: The entry examination to join an academy is a test of the applicant’s Spellcraft skill versus DC 15.
Expulsion: Members are rarely expelled from the council. Typically this is only done if a member’s alignment changes permanently, or if it is determined that the member is attempting to sabotage the council’s efforts from within. Upon expulsion, all beneﬁts are lost, and the member will never be allowed to rejoin the council. ; AC 22 (touch 14, ﬂat-footed 22); Atk +16/+11/+6 melee (1d6+3/x2, mace, light) or +12/+7/+2 ranged (1d4/x2, sling); SA none; SQ half-elf abilities; Al CG; SV Fort +15, Ref +5, Will +18; Str 9, Dex 10, Con 16, Int 15, Wis 22, Cha 17.
Location: Each academy supports the wizards of a particular city, district, or region. Some academies have members from even farther aﬁeld but are particularly famed in an area of wizardry or are highly specialized. Profession: All members of an academy are wizards. Guild Structure & Advancement Joining the Guild Application: Usually, any wizard may apply to join any academy at the cost of 100 gp. The applicant wizard must take and pass an entry examination demonstrating his knowledge of magic.
Guildcraft (d20 System) by et al Chris Maxfield