Organizations

Below are organizations used in this game. These values are for the areas around Waterdeep, so values may be lower than what is avalible to larger organizations. I have explained the organization outline below.

Organization Name:
Requirements: To become a member of this organization you must become an initiate and meet any other requirements listed here.
Skill Training: This is a list of skills the organization teaches its members. Initiates choose one of these when they join that becomes a class skill for them. The organization also offers the Intense Student ability for these skills.
Members: ; Resource Limit: gp; Members grant organizations resources. For every member the organization gains gold pieces to its resource limit. The resource limit shows how much expendable gold the group has each month. The group can loan this much out to members without harming operations. How much gold is added per member depends on what type of organization is displayed.
Arcane = 20 gp, Criminal = 10 gp, Government = 15 gp, Mercantile = 10 gp, Mercenary = 10 gp, Naturalist 5 gp, Noble = 20 gp, Performer = 5 gp, Religious = 15 gp, Scholastic = 5 gp
Titles: Initiate = , Officer = , Commander = , High Commander =
Benefits This list benefits members gain, and additional options for spending prestige points available to members. Members of organizations normally gain access to room and food for free in selected areas. They also gain a contact within the organization. Also, members of great fame often attract apprentices. The ability below allows this to happen within an organization the PC belongs to.
Fame 30
Apprentice (4 PP) You gain an apprentice. The apprentice acts as a cohort, but is limited to NPC classes. You can only have one apprentice at a time through this ability. Having an apprentice gives a – 2 penalty to your leadership score for the purpose of attracting a cohort.

PC’s can start an organization. An organization requires at least 10 people to be members. There must be at least one high commander. For each member the organization has 4 hours of work must be done to promote the organizations goals. This generates the gold for the resource limit of the organization. If this work is not done for the month, the next months resource limit drops to 0. After three months of no work being done the organization collapses and has to start over. Starting an organization requires an investment equal to the organizations resource limit, so small organizations are easier to start. For an organization to offer skill training it must have a member that has 5 ranks in the skill. To offer Intense Student a member must have 10 ranks in the skill or the Skill Focus feat for that skill.

Churches

Churches tend to have large memberships. It should be noted that not every follower is a member of a church. Members undergo training, and have a stronger connection to the other members of the church than the normal follower. Each church has requirements for their members, and training they require before full membership is granted. Below is a list of those requirements, skill training the church offers, and other benefits granted to members at different levels. The churches below just represent the churches in the Waterdeep region.

Chauntea
Requirements: AL: LG, LN, NG, N, CG, CN;
Skill Training: Handle Animal, Knowledge (nature), Knowledge (religion), Profession (farmer), Profession (gardener)
Type: Religious; Members: 287; Resource Limit: 4,305 gp
Titles: Initiate = , Officer = , Commander = , High Commander =
Benefits Room and Food in Waterdeep temple. One contact.
Fame 10
Animal Whisperer (2 PP) You reroll any handle animal check you have made after you have seen the result of your first roll. The effects of the failed roll are canceled as if they never happen. You can only use this ability once per day.

Eilistraee
Requirements: AL: NG, N, CG, CN;
Skill Training: Craft (weapon), Knowledge (religion), Perform (dance), Perform (sing), Survival;
Type: Religious; Members: 180; Resource Limit: 2,700 gp
Titles: Initiate = , Officer = , Commander = , High Commander =
Benefits Room and Food in Undermountain temple. One contact.
Fame 10
Night Maiden (Title, 3 PP) You gain a + 2 circumstance bonus to all Perform checks made at night.

Gond
Requirements: AL: Any
Skill Training: Craft (alchemy), Craft (clockwork), Knowledge (engineering), Knowledge (religion), Use Magic Device
Type: Religious; Members: 340; Resource Limit: 5,100 gp
Titles: Initiate = , Officer = , Commander = , High Commander =
Benefits Room and Food in Waterdeep temple. One contact.
Fame 10
Skilled Tinkerer (2 PP) You can reroll any craft check you have made after you have seen the result of your first roll. The effects of the failed roll are canceled as if they never happen. You can only use this ability once per day.

Lathander
Requirements: AL: LG, NG, CG, LN, N, CN;
Skill Training: Climb, Heal, Knowledge (religion), Profession (midwife), Swim;
Type: Religious; Members: 320; Resource Limit: 4,800 gp
Titles: Initiate = , Officer = , Commander = , High Commander =
Benefits Room and Food in Waterdeep temple. One contact.
Fame 10
Skilled Healer (2 PP) You can reroll any heal check you have made after you have seen the result of your first roll. The effects of the failed roll are canceled as if they never happen. You can only use this ability once per day.

Mystra
Requirements: AL: LG, LN, LE, NG, N, CG, CN;
Skill Training: Fly, Knowledge (arcana), Knowledge (religion), Spellcraft, Use Magic Device;
Type: Religious; Members: 212; Resource Limit: 3,180 gp
Titles: Initiate = , Officer = , Commander = , High Commander =
Benefits Room and Food in Waterdeep temple. One contact.
Fame 10
Magic Theory (2 PP) You try to cast a spell while changing a component of the spell. This requires a concentration check with a DC = 15 + the spells level. This ability allows you to change a somatic, verbal, or material component into a different type of component. (Example: A wizard could try to cast a teleport spell with somatic component instead of the normal verbal component. A concentration check against DC 20 is needed to cast the spell. If the check is failed the spell is expended without any effect.)

Order of the Blue Moon
Requirements: AL: LG, NG, CG; Dues 20 gp per month
Skill Training: Heal, Knowledge (arcana), Knowledge (religion), Perform, Spellcraft
Type: Religious; Members: 64; Resource Limit: 960 gp
Titles: Initiate = , Officer = , Commander = , High Commander =
Benefits Room and Food north of Waterdeep in tower base. One contact.
Fame 10
Magic Knight (2 PP) You can make one attack against an enemy that by-passes any one type of damage reduction they have.

Order of the Sun Soul
Requirements: AL: LG, LN, NG, CG; 20 hours per week helping the poor.
Skill Training: Acrobatics, Climb, Heal, Knowledge (religion), Swim
Type: Religious; Members: 144; Resource Limit: 2,160 gp
Titles: Initiate = , Officer = , Commander = , High Commander =
Benefits Room and Food in Waterdeep temple. One contact.
Fame 10
Speed of Light (2 PP) Your body is charged with the power of the sun. You appear to glow, shining dim light in a 5 ft. radius for one round. During this round you can move at twice your normal movement. Using this ability is a swift action.

Sel√Ľne
Requirements: AL: NG, N, CG, CN;
Skill Training: Knowledge (religion), Perform (dance), Sense Motive, Spellcraft, Survival;
Type: Religious; Members: 240; Resource Limit: 3,600 gp
Titles: Initiate = , Officer = , Commander = , High Commander =
Benefits Room and Food in Waterdeep temple. One contact.
Fame 10
Steadfast Night (2 PP) You gain a + 2 insight bonus to any one saving throw. You must choose this ability before you roll the dice. If you roll a natural 1 you can reroll. You must except the results of the second roll.

Sehanine Moonbow
Requirements: AL: NG, N, CG, CN;
Skill Training: Knowledge (nature), Knowledge (planes), Knowledge (religion), Perception, Sense Motive;
Type: Religious; Members: 70; Resource Limit: 1,050 gp
Titles: Initiate = Seeker, Officer = Finder, Commander = Master, High Commander =
Benefits Room and Food in Ardeep forest. One contact.
Fame 10
Moon Insight (2 PP) You gain a + 4 circumstance bonus for one hour to all Perception, and Sense Motive checks.

Shar
Requirements: AL: LN, LE, N, NE, CN, CE;
Skill Training: Bluff, Knowledge (religion), Sense Motive, Spellcraft, Stealth;
Type: Religious; Members: 112; Resource Limit: 1,680 gp
Titles: Initiate = Shadow, Officer = Whisper, Commander = Hidden, High Commander = Secret
Benefits Room and Food in Undermountain temple. One contact.
Fame 10
Live the Lie (Title, 3 PP) You gain a + 2 competence bonus to Bluff and Disguise checks for one false identity. You can choose this title multiple times, each time the bonus applies to a different false identity.

Tymora
Requirements: AL: CG, CN, N
Skill Training: Diplomacy, Heal, Knowledge (religion), Profession (gambler), Use Magic Device
Type: Religious; Members: 192; Resource Limit: 2,880 gp
Titles: Initiate = , Officer = , Commander = , High Commander =
Benefits Room and Food in Waterdeep temple. One contact.
Fame 10
Tides of Fate (1 PP) You can reroll any Profession (gambler) check. You must choose to use this ability after you have rolled, but do not know the outcome of the attempt.

Try
Requirements: AL: LG, LN, NG
Skill Training: Diplomacy, Heal, Knowledge (nobility), Knowledge (religion), Sense Motive,
Type: Religious; Members: 217; Resource Limit: 3,255 gp
Titles: Initiate = , Officer = , Commander = , High Commander =
Benefits Room and Food in Waterdeep temple. One contact.
Fame 10
Authority of the Master (2 PP) You may reroll any Diplomacy or Intimidate check. You must choose to use this ability after you have rolled, but do not know the outcome of the attempt.

Affiliations

Caerilcarn: A group that is trying to rebuild the fallen elven kingdom of the High Forest, New Eaerlann.
Requirements: Race: Elf, Half-Elf;
Skill Training: Diplomacy, Knowledge (history), Knowledge (local – High Forest), Knowledge (nature), Survival;
Type: Mercenary; Members: 231; Resource Limit: 2,310 gp
Titles: Initiate = , Officer = , Commander = , High Commander =
Benefits Room and Food in elven town. One contact.

Destiny’s Stars

Druids of the Tall Trees: Druids of the High Forest that have gathered to protect the old elven ways of the High Forest.
Requirements: AL: Within one step of NG. Skills: one rank in Knowledge (nature) and Survival;
Skill Training: Knowledge (local – High Forest), Knowledge (nature), Profession (gardener), Profession (herbalist), Survival;
Type: Naturalist; Members: ; Resource Limit: gp
Titles: Initiate = , Officer = , Commander = , High Commander =
Benefits Room and Food in Tall Trees. One contact.
Fame 10
Friend of the Forest (3 PP) You gain the aid of an animal that has a CR of 2 or less for 24 hours. This animal behaves as a trained animal with 3 tricks you select when you use this ability.

Eldreth Veluuthra:
Requirements: Race: True Elf;
Skill Training: Bluff, Heal, Perception, Stealth, Survival;
Type: Mercenary; Members: 87; Resource Limit: 870 gp
Titles: Initiate = , Officer = , Commander = , High Commander =
Benefits Room and Food in Waterdeep, High Forest, and Ardeep Forest. One contact.
Fame 20
Deep Pockets (3 PP): You get a grant equal to 1,000 gp per you character level. You can claim this ability only once per level. This money must be used to advance the Eldreth Veluuthra’s goals.

Guilds of Waterdeep

Harpers of Waterdeep
Requirements: AL: NG, CG, CN; Experience: Must successfully complete a Harper mission, and get approval to join from a High Harper.
Skill Training: Diplomacy, Knowledge (local), Perception, Perform (string), Sense Motive;
Type: Mercenary; Members: 121; Resource Limit: 1,210 gp
Titles: Initiate = Initiate, Officer = Agent, Commander = Harper, High Commander = High Harper
Benifits: Room and Food in Waterdeep. One contact.
Fame 10
Meddling Harper (Title, 5 PP) You gain a + 1 luck bonus to Diplomacy to gather information, and to Sense Motive checks.
Fame 20
Harper Pin (Title, 10 PP) You have been given a harper pin. This is a magic item that uses up the chest or neck slot. It operates as a ring of mind shielding.
Fame 40
Greater Harper Pin (Title, 10 PP) You have been given a greater harper pin. This is a magic item that uses up the chest or neck slot. It operates as a ring of mind shielding, plus non-detection spell at caster level 9, and electricity resistance 10. It also acts as a ring of counterspells against magic missile. The counterspell recharges at dawn.

New Olamn:
Requirements: Dues: 10 gp per month (50 to join); Skills: 3 ranks in any Perform skill;
Skill Training: Perform (Act), Perform (Dance), Perform (Oratory), Perform (Sing), Perform (String);
Type: Performer; Members: 110; Resource Limit: 550 gp
Titles: Initiate = , Officer = , Commander = , High Commander =
Benefits Room and Food in Waterdeep. One contact.
Fame 1
Practice Makes Perfect (1 PP) Your practice has paid off. You can make one perform check with a + 4 competence bonus. Hero’s luck can be used at the same time as this ability.
Fame 10
I Know People (1 PP) You gain a + 4 circumstance bonus to convince others to listen your performance.

Olin Gisir
Requirements: AL: LG, LN, NG, N, CG; Dues: 10 gp per month; Race: Elf; Skills: 5 ranks in Knowledge (history), Approval from a High Commander;
Skill Training: Knowledge (arcana), Knowledge (engineering), Knowledge (dungeoneering), Knowledge (history), Knowledge (planes);
Type: Scholastic; Members: 117; Resource Limit: 585 gp
Titles: Initiate = , Officer = , Commander = , High Commander =
Benefits Free room and food with any elven group numbering 10 or more. One contact.
Fame 1
Research Assistance (1 PP) You can claim a 10% discount on an item creation attempt or on the cost of researching a spell.
Fame 20
Lock and Key (1 PP) The Olin Gisir covers the cost of any abjuration spell or symbol spell used to conceal elven treasures or bind ancient evils.

Red Bear Tribe:
Requirements: Race: Golaith, Special: Defeat a CR 2 foe by yourself;
Skill Training: Climb, Intimidate, Perception, Profession (butcher), Survival;
Type: Naturalist; Members: 60; Resource Limit: 300 gp
Titles: Initiate = Brave, Officer = Scout, Commander = Warrior, High Commander = Chief
Benefits Free room and food with tribe. One contact.
Fame 10
Bear Totem (1 PP) You gain the service of a bear for 24 hours. The bear behaves as a druid’s animal companion for a 5th level druid.

Shadow Thieves of Waterdeep
Requirements: Can not share guild secrets, and the guild gets 20% profit on all guild jobs.
Skill Training: Bluff, Disguise, Knowledge (local – Waterdeep), Sleight of Hand, Stealth
Type: Naturalist; Members: 164; Resource Limit: 2,460 gp
Titles: Initiate = , Officer = , Commander = , High Commander =
Benefits Free room and food in Waterdeep. One contact.
Fame 10
Right Tool for the Job (4 PP) You can buy any poison at 50% the normal price.

Watchful Order of Magist and Protectors:
Requirements: Dues: 25 gp per month 160 hours working for the Watch per year (if you pay double dues you can be excused from Watch duty); Skills: 3 ranks in Knowledge (arcana), and Spellcraft, Approval from a Commander of the guild;
Skill Training: Craft (alchemy), Knowledge (arcana), Linguistics, Spellcraft, Use Magic Device;
Type: Arcane; Members:1,000 ; Resource Limit: 20,000 gp
Titles: Initiate = Protector, Officer = Magist, Commander = Speaker, High Commander = Master
Benifits Guild house room and food in Waterdeep (free), gain a wary contact.
Fame 1
Research Assistance (1 PP) You can claim a 10% discount on an item creation attempt or on the cost of researching a spell.
Fame 10
Guild Spellcaster (2 PP) Gain a 40% discount for hiring an arcane spellcaster to cast spells.
Spell Absorption (3 PP) You gain the ability to absorb a spell cast on you as a readied action. This does not absorb area effects, unless you are specifically the target of the spell. You can use this spell energy to cast a spell you have prepared or know the next round without expending the spell or spell slot. The spell absorbed must be at least the same level as the spell you cast using this energy. If the spell energy is not used within a round the energy is transferred to the guild’s spell pool.
Fame 20
Item Assistance (10 PP) You can create one magic item that you do not have the required feat to make. You still must meet the other requirements for the items creation as normal.
Fame 30
Reactive Dispel (5 PP) You can use dispel magic as an immediate action at your caster level once per day as a spell-like ability. This ability must be used within 24 hours or it is lost. You must choose this ability when you prepare spells or when you wake up after resting to regain spells.

Waterdeep Armed Forces

Griffon Calvary
Requirements: Hours of Service: 20 per week
Skill Training: Handle Animal, Knowledge (local – Waterdeep), Perception, Profession (soldier), Ride
Type: Government; Members: 100; Resource Limit: 1,500 gp
Titles: Initiate = , Officer = , Commander = , High Commander =
Benefits Free room and food at barracks. One contact.
Fame 10
Griffon Master (Title, 5 PP) You gain the service of a griffon as a cohort. If this griffon dies in your service you can not claim this ability for another year.

City Guard
Requirements: Hours of Service: 20 per week
Skill Training: Climb, Intimidate, Knowledge (engineering), Perception, Ride
Type: Government; Members: 2,000; Resource Limit: 30,000 gp
Titles: Initiate = , Officer = , Commander = , High Commander =
Benefits Free room and food at barracks. One contact.
Fame 1
Got Your Back (1 PP) If you claim this ability, anyone else that has this ability grants you a + 2 dodge bonus to AC when they are within 5 ft of you. This ability only last for 24 hours.

City Navy
Requirements: Hours of Service: 20 per week
Skill Training: Craft (ships), Knowledge (geography), Perception, Profession (sailor), Swim
Type: Government; Members: 2,500; Resource Limit: 37,500 gp
Titles: Initiate = , Officer = , Commander = , High Commander =
Benefits Free room and food at barracks. One contact.
Fame 1
Sea Legs (Title, 3 PP) You gain a + 1 circumstance bonus to Acrobatics when you are on a ship.
Fame 30
Old Salt (Title, 5 PP) You gain a + 4 competence bonus to Profession (sailor) checks.

City Watch
Requirements: Hours of Service: 20 per week
Skill Training: Intimidate, Knowledge (local – Waterdeep), Perception, Profession (soldier), Sense Motive
Type: Government; Members: 1,600; Resource Limit: 24,000 gp
Titles: Initiate = , Officer = , Commander = , High Commander =
Benefits Free room and food at barracks. One contact.
Fame 10
Man of the People (Title, 5 PP) You gain a + 1 competence bonus to Diplomacy, and Sense Motive checks made against residents of Waterdeep.

Organizations

Heroes of the Realms Oversight