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Guildmaster |
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| Prerequisite(s): Favored in Guild, Leadership, at least one guildmaster associated feat (see below), at least one of your guild-associated skills must be a class skill for you and must be at maximum rank, your followers and cohorts must also qualify to join the guild. |
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| Benefit: You gain a +2 competence bonus on each of your guild-associated skills. In addition, because of your enhanced status, you no longer need to pay guild dues. If your guild is a standard or expansive one, you can expect special treatment—specifically, free lodging, free food, an office, and a simple workshop, laboratory, or other space that contains any basic tools of your guild's trade—at any guildhouse. Furthermore, as a guildmaster, you have some degree of authority over other guild members. Once per day, you can exchange the primary cohort you gained from your Leadership feat for a different cohort from your guild. Otherwise, the standard rules for choosing a cohort apply. The DM determines the actual pool of cohorts available to you, but the new cohort is usually from the list of associated classes provided in the description of each guild type. |
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| Guild: Associated Feats |
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| Arcane: Any item creation feat |
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| Criminal: Agile, Deceitful, Deft Hands, Nimble Fingers, Stealthy |
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| Government: Negotiator, Persuasive, Skill Focus (any guild-associated skill) |
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| Mercantile: Deceitful, Diligent, Skill Focus (any guild-associated skill) |
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| Mercenary: Combat Expertise, Dodge, Endurance, Mounted Combat |
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| Naturalist: Alertness, Animal Affinity, Endurance, Great Fortitude, Natural Spell, Run, Self-Sufficient |
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| Performer: Acrobatic, Agile, Athletic, Enduance, Great Fortitude, Skill Focus (Perform or Profession) |
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| Psionic: Any psionic item creation feat |
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| Religious: Extra Turning, Improved Turning, Skill Focus (Knowledge [religion]), Weapon Focus (with deity's favored weapon) |
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| Scholastic: Skill Focus (Knowledge [any]) |
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| Source: DMG II |