Khonnir

Barnette Bright the XII's page

15 posts. Alias of Tech5bb.


Full Name

Barnette Bright the XII

Race

Human

Classes/Levels

Summoner 12/ [AC21] [T11] [FF21] HP 120, Init+0, Percep+10, Diplomacy +39, Bluff+27, Sense Motive+20, Fort +11, Ref +9, Will +14

Gender

Male

About Barnette Bright the XII

Barnette Bright the 12th Back Story:

Barnette was the son of a merchant from Taldor, from a younf age he traveled with his father on trade missions, but his father always insisted on proper schooling so Barnette was schooled aboard the merchant ship by a old magus hired by Barnettes father,Barnette learnt book smarts but was always more interested in magic, he was particularly good at conjuring and would practice by summoning mice and other small creatures.

through out the years at sea traveling to dozens of nations and far way ports Barnette also learnt many languages, he also learnt and the art of manipulation and bargaining, Barnette loved to watch his father at work haggling and bargaining, his father was an astute merchant with a great eye for a deal, but he always believed in giving a fair deal in return.

Not long after his 10th birthday Barnette's father went away on a routine trade mission to Varissia, less than a day's sail from the mainland their ship was attacked by pirates, everyone on board was killed and the ship was scuttled, only the floating wreckage found several days later by a passing war galley gave any clues to what happened.

Barnettes mother was grief stricken and she spiraled into deep depression, to the point where she would not get out of bed for days at a time, she never fully recovered. because there was no-one to take care of the estate, barnette's family fought over their assets, the one thing no-one wanted however was young master barnette. he was forced to go live with his uncle in the slums of Taldor.

His Uncle was a drunk and a gambler and had been disowned by the family and cut off from any inheritance, he resented barnette as a reminder of his short comings and frequently beat him in drunken fits of rage.

one night Barnette's uncle lost a particularly large bet to a crime lord and when he couldnt pay thugs come to their home and took Barnette as a slave. Barnette was promptly was sold as a prostitute to a Calistrian temple.

Barnette spent the next 10 years at the temple learning the arts of seduction and manipulation he also soon realized that he could gathering information from his cohorts as well as some of his clients. barnette enjoyed knowing the many secrets of the noble clientele but he never thought of it as much value until He managed to find out about an assassination attempt on the emperor.

At first Barnette thought nothing of it and took it as drunken boasting of a few mercenaries, how ever after hearing gossip from the other prostitutes that confirmed barnettes suspicions he decided he had to tell someone. Barnette had heard rumors of a group called the lion blades, a supposed network of spy's that work for the emperor, and it was said that several of the temples clients we part of this group. Barnette spent several days deducing who it could be and then finally approached one of the women and he told her what he had found out.

At first the woman was skeptical but as she questioned barnette she realised that his information had some merit and was surprised at his guile and wit, especially in working out that she belonged to the lion blades. Luckily they were able to act on the information at the last moment and the attempt was foiled.

There are several assassination attempts every year on the emperor yet none ever get very close, usually the lion blades sniff out the plot and arrest the assassins before they start.This attempt was different and the emperor wanted a fully inquiry on how this happened. After it was brought to light that a courtesan was the one that put the plot together, The Emperor granted barnette an audience.

The Emperor asked barnette if he would like a reward. When barnette asked for a ship the emperor was intrigued so barnette explained his history and explained how he wanted to become a merchant. The emperor was impressed that instead of jst asking for gold, barnette instead asked for a means to make it himself so he granted Barnette a ship and a small kitty of gold to get him started.

After almost a decade of being a merchant Barnette become renown for his ability to make a profit. Barnette continued to trade information as well as spices and silks and on several occasions he helped the lion blades with information to protect the crown.

Only a couple of years ago Barnette was awarded a Noble title for his assistance in protecting the crown and for his contribution to the economy and taldors trade relations..

Personal Motivations:

Barnette has designs on being the "Master of Coin" as well as a trusted adviser to the emperor. He also has an alterier motive of revenge.
Barnette has been dreaming of revenge of against the crime lord that sold him into slavery since he was a young boy, Barnette has always know who the crime lord was and has had more than a few occasions where he could have hired assassins to kill the man, however Barnette is patient. He wants to wait until he can expose the crime lord who also happens to be a noble and then have him exiled from taldor.

The Noble in question is a member of a particularly powerful family with known ties to the underworld and is also a powerful player in the royal court. Barnette must rise to power and turn the other nobles against him as well as gaining the kings ear and favor so that he can exact his revenge.

Barnette Bright the 12th Stat Block:

Male human (Taldan) summoner 12 (Pathfinder RPG Advanced Player's Guide 54)
N Medium humanoid (human)
Init +0; Senses Perception +10
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Defense
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AC 21, touch 11, flat-footed 21 (+6 armor, +1 deflection, +4 shield)
hp 120 (12d8+24)
Fort +11, Ref +9, Will +14
Defensive Abilities greater shield ally
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Offense
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Speed 30 ft.
Melee dagger +9/+4 (1d4/19-20) or
dagger +9/+4 (1d4/19-20)
Ranged sling +9 (1d4)

Special Attacks maker's call 2/day, transposition
Summoner Spell-Like Abilities (CL 12th; concentration +18)
9/day—summon monster VI
Summoner Spells Known (CL 12th; concentration +18)
4th (4/day)—greater evolution surge[APG] (DC 20), hold monster (DC 20), greater infernal healing[ISWG], communal stoneskin[UC]
3rd (5/day)—black tentacles, charm monster (DC 19), evolution surge[APG] (DC 19), siphon might (DC 19)
2nd (7/day)—barkskin, bull's strength, detect thoughts (DC 18), haste, invisibility
1st (7/day)—endure elements, enlarge person (DC 17), icicle dagger[UM], infernal healing[ISWG], life conduit[UC], mage armor
0 (at will)—detect magic, guidance, light, mage hand, message, resistance
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Statistics
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Str 10, Dex 10, Con 14, Int 14, Wis 12, Cha 22
Base Atk +9; CMB +9; CMD 20
Feats Augment Summoning, Cosmopolitan[APG], Deceitful, Extra Evolution[UM], Extra Evolution[UM], Leadership, Persuasive, Prodigy[UM], Resilient Eidolon[UM], Skill Focus (Diplomacy), Spell Focus (conjuration)
Traits calistrian prostitute, cold and calculating, influence
Skills
Acrobatics -2,
Appraise +0,
Bluff +27 (+28 vs. favored enemies that share one of your subtypes),
Climb -2,
Diplomacy +39 (+40 to gather information),
Disguise +16,
Escape Artist -2,
Fly -2,
Heal -1,
Intimidate +9,
Knowledge (arcana) +6, Knowledge (history) +6, Knowledge (local) +17, Knowledge (nobility) +15, Knowledge (planes) +6,
Linguistics +16,
Perception +10,
Profession (courtesan) +7,
Profession (merchant) +10,
Ride -2,
Sense Motive +20,
Spellcraft +7,
Stealth -2,
Survival -1,
Swim -2, U
se Magic Device +10

Languages Common, Draconic, Dwarven, Elven, Gnome, Halfling, Kelish, Orc, Osiriani, Shoanti, Tien, Triaxian, Undercommon, Varisian, Vudrani
SQ bond senses (12 rounds/day), eidolon (named Franco the Body Guard), life link, meticulous
Combat Gear assisting gloves; Other Gear +2 mithral chain shirt, dagger, dagger, sling, cloak of resistance +1, cracked gold nodule ioun stone, cracked magenta prism ioun stone, hat of disguise, headband of alluring charisma +4, inquisitor's monocle, living garments, profane seal signet, ring of mind shielding, belt pouch, wrist sheath, spring loaded, wrist sheath, spring loaded, 1,420 gp, 1 sp
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Special Abilities
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Assisting gloves (1 uses) The wearer of these simple gloves can speak a command word create a glowing disembodied hand. As a swift action, the wearer can have the hand assist him with a task as if using the aid another action. The hand uses the wearer's base attack bonus or skill ranks when making the check to see if aid another is successful (it does not gain the benefit of the wearer's ability scores or other bonuses). The hand remains until it has attempted one action or until 1 minute passes, whichever comes first, at which time the gloves become nonmagical.

Construction
Requirements Craft Wondrous Item, mage hand, unseen servant; Cost 90 gp
Augment Summoning Summoned creatures have +4 to Strength and Constitution.
Bond Senses (12 rounds/day) (Su) As a standard action, you can share Eidolon's senses while on same plane.
Calistrian Prostitute (Diplomacy) +1 Gather Information and Sense Motive, and one of these is a class skill.
Cold and Calculating +1 on Bluff and +1 on attack roles during surprise round vs. favored enemies.
Greater Shield Ally (+4 AC/Saves, +2 for allies) (Ex) +4 AC and save when within Eidolon's reach. Allies gain +2.
Leadership (Base Score 18) You attract loyal companions and devoted followers.
Life Link (Su) Damage that dismisses Eidolon can be taken by you. It weakens if not in 100 ft.
Living garments On command, change coloring, fit, and basic design. Repairs 1 hp a round.
Maker's Call/Transposition (2/day) (Su) Eidolon teleports to an adjacent square or you switch places, as dimension door.
Meticulous -2 on all untrained skill checks
Prodigy (Profession [merchant], Profession [courtesan]) Gain a +2 bonus on two Craft, Perform, or Profession skills.
Resilient Eidolon When you are knocked unconscious, fall asleep, or are killed, your eidolon remains with you
Ring of mind shielding This ring is usually of fine workmanship and wrought from heavy gold. The wearer is continually immune to detect thoughts, discern lies, and any attempt to magically discern her alignment.

Construction
Requirements: Forge Ring, nondetection; Cost 4,000 gp
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Summon Monster VI (9/day) (Sp) Standard action summon lasts minutes, but only 1 active at a time and can't use with eidolon.

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Franco the Body Guard:

Eidolon
Biped (slam)
N Medium outsider
Init +4; Senses blindsense 30 ft., darkvision 60 ft.; Perception +12
Aura frightful presence (30 ft., DC 14)
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Defense
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AC 34, touch 14, flat-footed 30 (+4 armor, +4 Dex, +16 natural)
hp 126 (+36)
Fort +9, Ref +7, Will +6 (+4 morale bonus vs. Enchantment spells and effects)
Defensive Abilities evasion; Immune cold, electricity, fire
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Offense
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Speed 30 ft.
Melee +1 cruel greatsword +18/+13 (2d6+13/17-20) or
slam +12/+7 (1d8+4)
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Statistics
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Str 26, Dex 18, Con 17, Int 7, Wis 10, Cha 11
Base Atk +9; CMB +17; CMD 31 (can't be tripped)
Feats Furious Focus[APG], Improved Critical (greatsword), Intimidating Prowess, Power Attack, Toughness
Skills Climb +12, Intimidate +17, Perception +12, Sense Motive +11, Stealth +9, Swim +12
Languages Common
SQ devotion, multiattack / extra attack
Other Gear +1 cruel greatsword, belt of physical might +4 (Str, Con), handy haversack, bedroll, flint and steel, mess kit, pot, soap, torch (10), trail rations (5), waterskin
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Special Abilities
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Blindsense (30 feet) (Ex) Sense things and creatures without seeing them.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Devotion +4 (Ex) +4 morale bonus on Will Saves vs. Enchantments.
Evasion (Ex) No damage on successful reflex save.
Frightful Presence (30 feet, 5d6 rds, DC 14) This special quality makes a creature's very presence unsettling to foes. Activating this ability is a free action that is usually part of an attack or charge. Opponents within range who witness the action may become frightened or shaken. The range i
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.
Immunity to Cold You are immune to cold damage.
Immunity to Electricity You are immune to electricity damage.
Immunity to Fire You are immune to fire damage.
Multiattack / Extra Attack Multiattack or second attack with primary weapon at a -5 penalty.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.

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Eli The Smuggler:

Cohort
Male human (Varisian) rogue (burglar) 12 (Pathfinder RPG Advanced Player's Guide 132)
N Medium humanoid (human)
Init +12; Senses Perception +15
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Defense
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AC 20, touch 16, flat-footed 14 (+4 armor, +6 Dex)
hp 120 (12d8+24)
Fort +6, Ref +14 (+4 bonus when set off a trap with a failed Disable Device check), Will +4; +1 Luck bonus vs. traps
Defensive Abilities evasion, trap sense +4; Resist electricity 2
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Offense
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Speed 30 ft.
Melee +1 compassionate sap +16/+11 (1d6+1 nonlethal) or
dagger +15/+10 (1d4/19-20) or
dagger +15/+10 (1d4/19-20)
Special Attacks sneak attack +6d6
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Statistics
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Str 10, Dex 22, Con 14, Int 20, Wis 10, Cha 12
Base Atk +9; CMB +9; CMD 25 (30 vs. grapple)
Feats Dampen Presence, Deceitful, Defiant Luck[ARG], Deft Hands, Improved Initiative, Sap Adept[UC], Sap Master[UC], Skill Focus (Stealth), Weapon Finesse
Traits clever wordplay, reactionary, town gossip (varisia)
Skills Acrobatics +15, Appraise +17, Bluff +22, Climb +7, Diplomacy +22, Disable Device +33 (+38 to disarm traps), Disguise +18, Escape Artist +24, Intimidate +9, Knowledge (dungeoneering) +14, Knowledge (local) +20, Linguistics +13, Perception +15, Profession (sailor) +13, Sense Motive +14, Sleight of Hand +25, Stealth +32, Swim +7, Use Magic Device +16; Racial Modifiers careful disarm, distraction
Languages Common, Dwarven, Elven, Giant, Gnome, Goblin, Halfling, Jistka, Kelish, Orc, Osiriani, Shoanti, Tien, Undercommon, Varisian, Vudrani
SQ favored terrain (urban +2), paranoid, rogue talents (black market connections, bonus feat, coax information, convincing lie, fast stealth, finesse rogue, hide in plain sight), trapfinding +6
Combat Gear potion of cure moderate wounds, potion of darkvision; Other Gear +1 amorphous shadow eel hide studded leather, +1 compassionate sap, dagger, dagger, +1 spell dodging bracers of armor, belt of incredible dexterity +4, headband of vast intelligence +4, lenses of situational sight, ring of eloquence, smuggler's collapsible robe, trapspringer's gloves, masterwork thieves' tools, 100 gp
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Special Abilities
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Black Market Connections (Ex) Treat settlements as larger than normal for magic items for sale with a diplomacy check.
Careful Disarm (Ex) Failed disarm only triggers a trap if fail by 10 or more, and double trap sense if it is.
Coax information (Ex) Can use Bluff or Diplomacy to force an opponent to act friendly.
Convincing Lie (7 days) (Ex) When a rogue with this talent lies, she creates fabrications so convincing that others treat them as truth. When a rogue with this talent successfully uses the Bluff skill to convince someone that what she is saying is true, if that individual is que
Dampen Presence You may use the Stealth skill to hide from blindsight or blindsense
Defiant Luck (1/day) Reroll a natural 1 on a save, or force a reroll of a critical hit confirmation roll.
Distraction (Ex) If detected during Stealth but not seen, attempt a Bluff for the foe to disregard.
Energy Resistance, Electricity (2) You have the specified Energy Resistance against Electricity attacks.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Fast Stealth (Ex) Move at full speed while using the Stealth skill at no penalty.
Favored Terrain (Urban +2) (Ex) +2 to rolls when in Favored Terrain (Urban).
Hide in Plain Sight (Favored Terrain [Urban]) (Ex) In your selected terrain, you can use Stealth to hide, even while being observed.
Paranoid Aid Another DC 15 for attempts to help you.
Ring of eloquence (Giant, Goblin, Orc, Undercommon) Speak and understand attuned languages. If deafened reduce spell failure chance by 10%.
Sap Adept Gain bonus damage on nonlethal attacks,
Sap Master Deal twice your sneak attack damage when dealing nonlethal damage
Smuggler's collapsible robe Transport wearer and gear into pocket dimension for up to 24 hrs.
Sneak Attack +6d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Town Gossip (Varisia, Oppara) +2 Diplomacy while in selected community.
Trap Sense +4 (Ex) +4 bonus on reflex saves and AC against traps.
Trapfinding +6 Gain a bonus to find or disable traps, including magical ones.
Trapspringer's gloves +5 to Disable Device against traps, +1 luck bonus to saves vs traps.

Bron The Ship Wright:

Servitor
Bron the Ship Wright CR 10
XP 9,600
Male gnome expert 12
N Small humanoid (gnome)
Init -1; Senses low-light vision; Perception +8
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Defense
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AC 10, touch 10, flat-footed 10 (-1 Dex, +1 size)
hp 84 (12d8-12)
Fort +3, Ref +3, Will +8; +2 vs. illusions
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Offense
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Speed 20 ft.
Spell-Like Abilities (CL 12th; concentration +13)
1/day—dancing lights, ghost sound (DC 12), prestidigitation, speak with animals
--------------------
Statistics
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Str 7, Dex 9, Con 9, Int 18, Wis 10, Cha 12
Base Atk +9; CMB +6; CMD 15
Feats Master Alchemist[APG], Master Craftsman, Monument Builder, Prodigy[UM], Scholar[ISWG], Skill Focus (Craft [ships])
Skills Acrobatics -1 (-5 to jump), Appraise +19, Bluff +14, Craft (alchemy) +21, Craft (gemcutting) +23, Craft (jewelry) +23, Craft (ships) +33, Diplomacy +16, Knowledge (engineering) +26, Knowledge (local) +8, Perception +8, Profession (architect) +4, Profession (clerk) +4, Profession (engineer) +15, Sense Motive +15; Racial Modifiers +2 Craft (ships), +2 Perception
Languages Common, Dwarven, Elven, Giant, Gnome, Halfling, Sylvan
SQ gnome magic, master tinker
Other Gear amazing tools of manufacture, headband of vast intelligence +2, 350 gp
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Special Abilities
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Amazing tools of manufacture (Craft [ships], 1/day) Acts as masterwork tools, granting a +4 bonus and 2000 gp of progress 1/day.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Master Alchemist You may create 4 doses of poison in the time it would normally take to create one, and may create alchemical items 10x as fast.
Master Craftsman (Craft [ships]) +2 to chosen craft skill, its ranks count as CL for Craft Magic Arms and Armor and Craft Wondrous Item.
Master Tinker You are proficient with any weapon you have personally crafted.
Monument Builder If supervise construction, -10% material costs.
Prodigy (Craft [gemcutting], Craft [jewelry]) Gain a +2 bonus on two Craft, Perform, or Profession skills.
Scholar (Knowledge [engineering], Knowledge [local]) +2 bonus on two Knowledge skills

Estate:

Buildings
Black Market
Earnings: Gold +8, Goods +6
Take 10 values (choose 1): 1 gp and 8 sp, 1 Goods
Create: Goods 53, Influence 6, Labor 48 (2200 gp)
Rooms: 1 Armory, 1 Cell, 1 False Front
Size: 44 squares
Notes: A secret shop that buys and sells a variety of shady, dangerous, and illicit wares.

Dance Hall
Earnings: Gold +29, Influence +31
Take 10 values (choose 1): 3 gp and 9 sp, 4 Influence
Create: Goods 53, Influence 1, Labor 53 (2150 gp)
Rooms: 4 Ballroom
Size: 73 squares
Notes: An establishment for dancing, drinking, and consorting with attractive people. It is often a place where members of different social classes can intermingle discreetly, sometimes using masks or other disguises.

Dance Hall
Earnings: Gold +29, Influence +31
Take 10 values (choose 1): 3 gp and 9 sp, 4 Influence
Create: Goods 53, Influence 1, Labor 53 (2150 gp)
Size: 73 squares
Notes: An establishment for dancing, drinking, and consorting with attractive people. It is often a place where members of different social classes can intermingle discreetly, sometimes using masks or other disguises.

Dance Hall
Earnings: Gold +29, Influence +31
Take 10 values (choose 1): 3 gp and 9 sp, 4 Influence
Create: Goods 53, Influence 1, Labor 53 (2150 gp)
Size: 73 squares
Notes: An establishment for dancing, drinking, and consorting with attractive people. It is often a place where members of different social classes can intermingle discreetly, sometimes using masks or other disguises.

Dance Hall
Earnings: Gold +29, Influence +31
Take 10 values (choose 1): 3 gp and 9 sp, 4 Influence
Create: Goods 53, Influence 1, Labor 53 (2150 gp)
Size: 73 squares
Notes: An establishment for dancing, drinking, and consorting with attractive people. It is often a place where members of different social classes can intermingle discreetly, sometimes using masks or other disguises.

Guildhall
Earnings: Gold +39, Goods +28, Influence +35
Take 10 values (choose 1): 4 gp and 9 sp, 3 Goods, 4 Influence
Create: Goods 67, Labor 66 (2660 gp)
Rooms: 5 Common Room
Size: 61 squares
Notes: The headquarters for a guild or similar organization.

Luxury Store
Earnings: Gold +7
Take 10 values (choose 1): 1 gp and 7 sp
Create: Goods 28, Influence 1, Labor 22 (1030 gp)
Rooms: 1 Storefront (furnishing)
Size: 12 squares
Notes: A shop that specializes in expensive wares and luxuries.

Menagerie
Earnings: Gold +133, Goods +57, Influence +82, Labor +34
Take 10 values (choose 1): 14 gp and 3 sp, 6 Goods, 9 Influence, 4 Labor
Create: Goods 200, Influence 33, Labor 188 (8750 gp)
Rooms: 1 Farmland, 2 Guard Post, 6 Habitat, 1 Hatchery, 1 Storefront
Size: 439 squares
Notes: A large park stocked with exotic animals and magical beasts.

Noble Villa
Earnings: Gold +90, Goods +33, Influence +64, Labor +18
Take 10 values (choose 1): 10 gp, 4 Goods, 7 Influence, 2 Labor
Create: Goods 218, Influence 16, Labor 204 (8690 gp)
Rooms: 5 Bar, 1 Bath, 3 Bedroom, 1 Bedroom (furnishing), 3 Courtyard, 8 Defensive Wall, 2 Escape Route, 1 Garden, 1 Gatehouse, 3 Kitchen, 1 Labyrinth, 1 Laundry, 7 Lavatory, 1 Lodging, 14 Office, 4 Secret Room, 6 Sitting Room, 1 Sitting Room (furnishing), 2 Stall, 1 Statue, 18 Storage, 1 Trophy Room, 3 Vault
Size: 289 squares
Notes: A sprawling manor with luxurious grounds.

Pier
Earnings: Gold +24, Goods +20, Influence +12, Labor +20
Take 10 values (choose 1): 3 gp and 4 sp, 3 Goods, 2 Influence, 3 Labor
Create: Goods 22, Influence 3, Labor 20 (930 gp)
Rooms: 5 Animal Pen, 5 Dock
Size: 24 squares
Notes: Warehouses and workshops for docking ships and handling cargo and passengers.

Waterfront
Earnings: Gold +80, Goods +72, Influence +56, Labor +64
Take 10 values (choose 1): 9 gp, 8 Goods, 6 Influence, 7 Labor
Create: Goods 63, Influence 10, Labor 56 (2680 gp)
Rooms: 4 Workstation (Craft [ships])
Size: 74 squares
Notes: A port for waterborne arrival and departure, with facilities for shipping and shipbuilding.

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Organizations
Caravan Crew
Earnings: Gold +8, Goods +4, Influence +2, Labor +8
Take 10 values (choose 1): 1 gp and 8 sp, 1 Goods, 1 Influence, 1 Labor
Create: Goods 6, Influence 3, Labor 7 (350 gp)
Teams: 4 Driver, 2 Guards
Size: 12 people
Notes: Travelers skilled in loading, transporting, and unloading trade goods from animals, wagons, and ships.

Caravan Crew
Earnings: Gold +8, Goods +4, Influence +2, Labor +8
Take 10 values (choose 1): 1 gp and 8 sp, 1 Goods, 1 Influence, 1 Labor
Create: Goods 6, Influence 3, Labor 7 (350 gp)
Size: 12 people
Notes: Travelers skilled in loading, transporting, and unloading trade goods from animals, wagons, and ships.

Mercenary Company
Earnings: Gold +26, Influence +26, Labor +19, Magic +7
Take 10 values (choose 1): 3 gp and 6 sp, 3 Influence, 2 Labor, 1 Magic
Create: Goods 18, Influence 13, Labor 25, Magic 6 (1850 gp)
Teams: 1 Elite Archers, 2 Elite Soldiers, 1 Priest
Size: 16 people
Notes: A well-armed group of warriors who are loyal to you, and who are paid to guard or fight.

Ship Crew
Earnings: Gold +4, Goods +2, Labor +4
Take 10 values (choose 1): 1 gp and 4 sp, 1 Goods, 1 Labor
Create: Goods 1, Influence 2, Labor 4 (160 gp)
Teams: 6 Laborers, 4 Sailors
Size: 10 people
Notes: The crew of a small sailing vessel.

Ship Crew
Earnings: Gold +4, Goods +2, Labor +4
Take 10 values (choose 1): 1 gp and 4 sp, 1 Goods, 1 Labor
Create: Goods 1, Influence 2, Labor 4 (160 gp)
Size: 10 people
Notes: The crew of a small sailing vessel.

Ship Crew
Earnings: Gold +4, Goods +2, Labor +4
Take 10 values (choose 1): 1 gp and 4 sp, 1 Goods, 1 Labor
Create: Goods 1, Influence 2, Labor 4 (160 gp)
Size: 10 people
Notes: The crew of a small sailing vessel.

Ship Crew
Earnings: Gold +4, Goods +2, Labor +4
Take 10 values (choose 1): 1 gp and 4 sp, 1 Goods, 1 Labor
Create: Goods 1, Influence 2, Labor 4 (160 gp)
Size: 10 people
Notes: The crew of a small sailing vessel.

I have also invest 8000gp into exotic imports as well as 4000gp into a merchants guild