Organization Statistics

Rank : This is the Rank of the Organization. When an Organizations Rank reaches level 10 it is able to be divined with spells such as legend lore.

Supporters : This is the amount of supporters the organization possesses. This is not dependent on population as tales of organizations can be far and wide.

Focused Check : Every organization has a focused ability scores based on their organization. They are Capital, Influence, Lore, Loyalty, Secrecy and Security

Secondary Check : All ability scores that are not focused are secondary checks.

Organization Actions : Every week, the organization can take a number of actions, depending on its rank. This number can be increased by officers, unique allies, and certain events.

Max Teams : This number annotates the number of teams that an organization can select. An organization cannot acquire an Advanced Team unless they are level 10.

PC Boon : At the indicated levels each PC acquires a benefit as indicated in the above table.

Training : The PC's gain 1 bonus skill rank per hit dice at rank 2. At rank 7, and every 5 ranks there after they gain an additional skill rank per Hit Dice.

Renown : The organization gains the renown vigilante talent even though they are not a vigilante and unless they possess the dual identity class feature or a similar ability are treated as if they were in both their vigilante and social identity simultaneously.

Gift : Members of an organization are appreciated by their subordinates and are given a gift. At rank 3, the PC's are given a gift in the form of a 2nd level potion. At rank 8 a magical wand or armor worth 8,000 gp, at rank 13 a magical weapon or staff worth 26,000 gp or less and finally at rank 18, they are given a magical item that suits their position with a magical item worth 36,000 gp. Organization leaders also receive training by their members granting them a bonus feat at 6th, 11th, 16th, and 21st rank taken from the following list : Blustering Bluff, But a Scratch, Call Truce, Confabulist, Criminal Reputation, Cutting Humiliation, Esoteric Linguistics, Intoxicating Flattery, Ironclad Logic, Nerve-Racking Negotiator, Orator, Persuasive Bribery, Play to the Crowd, Quick Favor, Rhetorical Flourish, Sense Assumptions, Sense Relationships, Skill Focus, or Street Smarts. GM's may allow additional feats that suit the organization as well.

Always Prepared : The organization knows there is always a risk or a need for its individuals. Once per month each PC may utilize the always prepared cache however they are prohibited of selling the item and the item is never a single use item though it may be a material component. Should an individual attempt to sell an item the individual loses this ability permanently.

Team Types and Actions: