Garrison
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The Highlander's Handbook
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Rewarded with military jurisdiction and influence, these highland or empire soldiers can defend and secure not only individuals, but entire communities.

Military Jurisdiction (Ex): At 1st level, a garrison gains the Leadership sphere (followers) package as a bonus talent, as well as the Sedentary drawback. If the garrison already possesses the Leadership sphere, then the Base of Operations talent is gained as a bonus talent with no drawback. If both the Leadership sphere and Base of Operations talent are already possessed, then she may choose any talent from the Leadership sphere as a bonus talent.

Establishing a settlement with your Base of Operations talent creates an area of military jurisdiction. All NPCs in a settlement with military jurisdiction have a starting attitude toward her that is one category better, as long as each person’s initial attitude would have at least been indifferent (see the Diplomacy skill description). Once she has gained jurisdiction in a settlement, she gains a +4 circumstance bonus on Intimidate checks, and a +1 circumstance bonus on Diplomacy checks to recruit with the Leadership sphere. These bonuses applies only while she is within 1 mile per garrison level of a settlement in which she has gained jurisdiction. This replaces sentinel’s resolve.

Military Entourage (Ex): Beginning at 3rd level, the garrison gains the service of a number of loyal allies who can help her gather information or perform minor tasks. Inside her area of military jurisdiction, a garrison gains a competence bonus on Diplomacy checks to gather information equal to half her garrison level. In addition, if the garrison wants, she can task her friends to help cover for her by spreading false tales of her location and activities to others. This has the effect of increasing the DC of Diplomacy checks to gather information about the garrison and Survival checks to track her by an amount equal to her level. This lasts for 1 day, and can be used only once per week. Finally, once per day, the garrison can ask her allies to perform a minor task for her. This usually involves delivering a message, purchasing a piece of mundane gear worth 100 gp or less (which the garrison must pay for), or retrieving an object owned by the garrison (that would be easily accessible by the ally). This task might take other forms as well, subject to GM discretion, but can never involve combat or danger. This replaces second wind.

Greater Jurisdiction (Ex): At 7th level, the garrison is rewarded with jurisdiction on a broader scale. She can reduce the time it takes to establish a settlement with Base of Operations from 1d4 months to 1d4 weeks. The circumstance bonus on Intimidate checks from her jurisdiction increases to +6 and her circumstance bonus on Diplomacy checks increases to +2. This replaces defender’s determination.

Fortified Residence (Ex): Beginning at 13th level, the garrison can establish a fortified residence in each of her areas of military jurisdiction, and she can change it every time she changes her area of jurisdiction. This fortified residence must be an area no larger in volume than a cube that is a number of feet per side equal to 10 feet per garrison level. The residential residence can be arranged any way she likes and it can be part of a larger building, like a secret room or an underground cave. Objects and creatures within this fortified residence can’t be located by any effect that is less powerful than a discern location spell, and is protected from scrying effects (though not mundane snooping) like a mage’s private sanctum. This replaces sentinel’s poise.

Expansive Jurisdiction (Ex): At 16th level, the military jurisdiction of the garrison is expanded even further. She can reduce the time it takes to establish a settlement with Base of Operations from 1d4 weeks to 1d4 days. The circumstance bonus on Intimidate checks from her jurisdiction increases to +8 and her circumstance bonus on Diplomacy checks increases to +3. This replaces diamond aegis.

Returning Jurisdiction (Ex): At 17th level, the garrison’s influence is never truly forgotten. This makes it easier to establish her military jurisdiction in a place she has established it before. In any settlement where the garrison previously gained military jurisdiction, it takes only 1d4 hours, rather than 1d4 days, to gain jurisdiction again.


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