Source: Polished Leadership
The garrison’s presence provides order and stability, ordering their personal entourage to keep the peace and keep the watch.
Military Jurisdiction (Ex)
At 1st level, a garrison gains the Leadership sphere, selecting the (follower) package. The garrison also receives the Established Footprint sphere-specific drawback (even if they already possess the sphere) and cannot buy back this drawback.
When the garrison makes camp in a settlement, they also establish temporary military jurisdiction in that settlement. The garrison’s military jurisdiction is an area that includes the settlement, plus 1 mile per garrison level from the settlement.
All intelligent creatures inside the military jurisdiction have a starting attitude one step better (so long as their starting attitude would have been at least indifferent) and grants the garrison a +4 circumstance bonus on Diplomacy and Intimidate checks while within their military jurisdiction, +2 at 7th level and every 6 levels thereafter.
At 7th level, the garrison reduces the time it takes to make camp subject to the Established Footprint sphere-specific drawback to 1d4 days. At 13th level, the garrison may now make camp in 1 day. At 19th level, the garrison may now make camp in 1d4 hours.
This replaces wise reflexes.
Military Entourage (Ex)
At 2nd level, the garrison gains the service of a number of loyal allies who can help gather information, keep the peace, and perform minor tasks. The garrison gains the Military Entourage (follower) talent, a unique (follower) talent to the garrison (detailed below).
This replaces guard wall.
Secluded Fortifications (Ex)
At 12th level, each time the garrison makes camp and establishes military jurisdiction, the garrison also establishes a fortification within their military jurisdiction. The fortification is an area consisting of one 10-foot cube per garrison level, arranged continuously, and may be its own open space or a portion of a building.
The garrison’s fortification is warded against any effect that would locate a creature or object within the fortification (from outside the fortification), or attempt to locate the fortification itself, including divination magic, Tinker sphere detectors, and so on, if that effect has a caster level, associated skill rank, or similar statistic less than the garrison’s level.
This replaces sentinel’s wrath.
Military Entourage (follower) [utility]
Effect: The garrison gains the services of a group of talented aides who help maintain public safety in the garrison’s military jurisdiction, run tasks, and gather information on behalf of the garrison.
Follower’s Skill - Diplomacy: The military entourage’s Diplomacy bonus is equal to your associated skill bonus.
Military Entourage’s Assistance: Unlike other (follower) talents, the military entourage is treated as a group of followers (instead of a single individual). In addition to the military entourage providing its normal assistance, the garrison may assign individual members of the military entourage to an assignment, which allocates a member of the military entourage to a specific task and provides a continuous benefit. The garrison may assign the military entourage once per day, and may place up to 1 military entourage member on assignment at one time, +1 additional member every 3 garrison levels.
- Courier Service: The military entourage performs a simple task, such as delivering a letter, purchasing an item (which the garrison must pay for normally), or retrieving an object for the garrison (that the garrison could normally access). Assignment: The military entourage is at the garrison’s beck and call. The garrison may spend 1 minute to call for the assigned military entourage member and ask them to perform one of these tasks, remaining on call once the task is complete.
- Information Network: The military entourage gathers information for the garrison about a single topic. Assignment: If assigned to gather information, after the initial results of their gather information check, the military entourage rolls to gather information every 12 hours about that topic. If any new information about the topic is learned, the military entourage securely sends a message to the garrison to inform them within 1 hour.
- Obscure Operations: The military entourage spends 8 hours spreading a rumor of the garrison’s location or plans, increasing the DC of Diplomacy checks to gather information and Survival checks to track the garrison and their allies by the garrison’s level. This rumor lasts for 1 day. Assignment: The military entourage continuously spreads these rumors, but also monitors for creatures attempting to learn about or find the garrison. If a creature fails to gather information or track the garrison, the military entourage notices and notifies the garrison within 1 hour.
- Peacekeeping: Assignment: The garrison must assign members of the military entourage to either a settlement’s district or its walls.
- District: The military entourage prevents petty crimes and hostilities in a 1/2-mile area inside the garrison’s military jurisdiction; unfriendly creatures in this area have their initial attitude adjusted 1 step better so long as the military entourage is peacekeeping.
- Walls: If assigned to the settlement’s border, the military provides the Scout (follower)‘s keep watch assistance, and always raises an alarm, providing a warning that can be heard clearly out to a 1/4 mile.
Archived: Ultimate version (before Polished)