Khonnir

Barnette Bright the XII's page

15 posts. Alias of Tech5bb.


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[b]As an Ambassador you have certain rights, one of which is not having to suffers the whims of the city guard. Besides they will not be the ones doing the investigations. Im sure there will be questions for you and the investigators will make an appointment with you in due time.

The important thing is you are not harmed, i would under stand if you wish to retire for the night, but if you choose to stay please let me and a few of my college's join you. I am sure lady Calista and Dame Rutatri will be happy to keep you company [\b]


Group RP:

Perception: 1d20 + 10 ⇒ (5) + 10 = 15 to see the ambassador with the women

Sense Motive: 1d20 + 20 ⇒ (14) + 20 = 34 to sense something is wrong

Barnette follows behind Dame Ruatria as they meander through the crowd towards the tent.

He sees the flash of bright light and the silhouettes, then notices the women being dragged out by the devils

Know Planes: 1d20 + 15 ⇒ (2) + 15 = 17 to identify devils

As a crowd starts to gather around the tent, and whispers start to spread of the "devil summoner", Barnette steps forward clapping

Bravo! Bravo! Ambasador you are a man of many talents, you could have told me you were such an adept on the stage. And my, look at those devils! so life like! that must be hours of make up!

Barnette turns to face the crowd

Ladies and Gentlemen it seems tonight we are to be entertained with scenes of intrigue and attempted Assassinations! Who is behind such nefarious actions and what could be their motives? Do not tarry here my fellow revelers for you may be missing the next act as we speak! and please a round of applause for all of the actors here!

Use Peerless Patrician to assume a Nat 20 for a 47 on bluff

Barnette then turns and makes he way to the ambasador, looking for signs of injury

Amasador are you harmed? I do not think it wise to be here when the guards show up to ask questions, I of course understand such ways as this

Barnette motions towards the devils

But many do not, and the Chelish are not well loved here, I must council against summoning like this in such public places, my dear Ambassador

Barnette motions to Franco to restrain the women

Ambassador Valignatir please let me handle this from here, dismiss you servants and i will deal with this women and the City Guard when they arrive, it is the least i can do to try and solidify relations between our two nations.

I have my men working to quell any rumors, spreading their own rumors about the side show you just appeared in, as well as increasing the alcohol content in the punch so soon most of the gossipers will be do drunk and marry to wonder why there are no more scenes

Barnette lets out a small chuckle

Welcome to Oppara Ambassador, I think you will do well here

as Barnette slaps him on the shoulder


Group RP:

Barnette smiles at Lady Calista as she slips on her mask

i shall let you know as soon as i have a timeline and a price on your deep crystal My Lady, but until then please excuse me, i must get to know our newest Elven guest and her most intriguing companion

Barnette bows to lady Calista

and then turns to Dame Ruatria and offers her his hand then motions with his head to head towards the center where there is now a throng of people dancing.

His garments also shift colour and shape to compliment the colours and design of Dame Ruatria's garb and his head band shifts and wreaths like a slithering snake then finally settles into a half face Mask

Barnette laughs at Valignatir's comment about treating the "street urchins' as equals

I believe lady Calista could answer that for you, she has a way with the, "lower classes"

No please excuse me, I look forward to talking to you again ambassador.


Group RP:

as Barnette turns to see who had bumped into him, his is surprised to see the tall women, he aslo sees Franco reaching in to intervene and with a stern look at Franco, Franco removes his hand from the ladies shoulder.

try to detect accent Linguistics check: 1d20 + 16 ⇒ (1) + 16 = 17

damn nat 1 lol

Know Nobility: 1d20 + 15 ⇒ (18) + 15 = 33 to notice the mistake

Barnette is intrigued by the accent he can not place until he sees Terim bow in the formal Osiriani way, he then smiles knowingly and says in perfect Osiriani:

Good lady it is me who should apologies, clearly i was so caught up in my own goings on that i did not notice you and was not able to give you room to pass

Barnette then does his own version of a formal Osiriani bow.

Barnette then terns his attention to the elf woman and he raises an eyebrow at the mention of the harbor master, some one Barnette has plenty of dealing with and loathes, as he is constantly trying to extort Barnette when he is not out right trying to catch him importing illicit goods.

Barnette extends his had to take Dame Ruatria's hand and kisses it and then says

Dame Ruatria it is a pleasure and an honor to make your acquaintance, as the Lady Calista has pointed out, I am Barnette Bright a humble merchant with a penchant for acquiring exotic goods. Please dont apologies for lady Terim here, this is a busy place, literally rubbing elbows with strangers is the point of the night if i am not mistaken

Barnette lets out a hearty belly laugh to lighten the mood.

Barnette's attention is then turned to the Chelish man with a mace on his back making his way towards the now growing group, as Lady Calista recounts what she has heard of him.

I do not doubt he is dangerous Lady Calista, one would not so boldly brazen weapons at an event like this if he wasn't adept at using them, but men like him dont concern me, they will tell you to your face that they intend to kill you and usually give you fair warning, our other guest will cut your through while your sleeping

Barnette is amused as he watches Lady Calista deal with the young man, swirling and sniffing the fine wine, before taking a sip.

Well met ambassador, i was hoping to see you once you had settled in to our little city. I was wanting to discuss some trade matters with the chelish, i wont go into boring details now for the sake of our guests, but please take my card and once you have settled in please let me know when will be best to chat.

Oh and if you require anything to help you settle in, perhaps some Chelish art work or spices from home as Master Ash has said please let me know if i could be of service.

Barnette is then interrupted by a loud booming voice as the festivities of the event begin.


Group RP:

for mechanics purpose Franco my Eidolon is always 5ft behind me unless i state otherwise

Barnette was wary of Mr. Ash, while they had similar interests with competing Brothels, and Barnette had fenced a few items through his connections for Mr. Ash, Barnette new this one was dangerous and his underground connection went deeper than brothels and selling ill gotten gains.

My Lady, this is Master Ash, Son of prominent noble Davram Asharrod. Master Ash is a Purveyor of Pleasures. And as it would seem an excellent selector of wines.

My Lady, I think it is best to keep this one on-side, I don't think him as an enemy, yet, but you do know what they say about keeping friends and enemies close

We would be honored to join you Master Ash, of course unless My Lady has somewhere else she needs to be?

Suddenly Barnette jerks forward as a strange furred foreign woman walks into him from behind. Franco steps forward and grabs the woman by the shoulder.

in the event of a sudden ambush (dont know what the gm is going to throw at us :p ) i thought i would include a part about any special abilities, spells and potions in effect that would change stats ect.

Special Abilities, Potions & Spells In Effect:

Greater Shield Ally: +4 to AC and +4 to Saves to Barnette(already included in stats)
: +2 to AC and +2 to Saves to all other allies within 5ft of eidolon


Group RP:

Barnette smiles widely as the lady approaches, clearly confident and self assured, which is made obvious by the fact that she does not wear a mask, she has Barnette's attention.

Why my dear lady, you have heard right I am a purveyor of fine items and a procurer of items, how you said, that are "hard to get"

Barnette reaches out and takes the card handed to him, fluent in Elven he soon realise that the card is gibberish.

A Puzzeled look crosses barnette's face as he hears the voice in his head.

Lady Calista, of course i have time for you, and yes i know who you are, but of course you made no attempt to hide that, I am both glad and intrigued by your visit

He says with a warm smile, while at the same time thinking

I have heard of your unique abilities good lady, but i have never experienced them, i must admit i'm a touch taken back. But sorry, yes a crystal you say, I stand by my statement i can procure anything.... for the right price

Barnette steps down from his dais and offers Lady Calista his arm,

Shall we walk and talk?


np


Personal RP character introduction cont:
Shush Franco, i'm talking to these nice people, He's such a chatter box some times.But please accept my appologies i digress.

Yes, yes, you wanted to know about my more exotic wares, well let me tell you, if YOU can imagine it then I can get it, of course those with large imaginations need to have large purses

He says with a hearty laugh

Always wanted a pet tiger, no problem!, perhaps you need a new chandelier to illuminate your entrance hall with magical lights and phantasmal images sure to wow the most discerning visitors, no problem!, or perhaps you need something simpler, some jewelry or new clothes, something that is the latest fashion from cheliax or adoran, well you guessed it, no problem!

Please take my card, and the next time you find your self in need of that perfect gift for someone that has everything, please drop by one of my stores and any of my associates will be happy to help

Oh and before you go, how about we keep this just between us, i mean i dont mind the extra business but i would hate to sell out of that perfect gift you were wanting

as says with a wink and a mischievous smile

Good Day fair Gentle Folk


Personal RP character introduction:
Please good Ser's and Ladies, Allow me to formally introduce myself,

Barnette Bright the 12th, humble merchant at your service.

What type of merchant i hear you ask? well only the purveyor of the finest silks and rarest spices from the furthermost corners of Golarion.

a wry grin grows across his face, as he leans forward and continues in hushed tones.

I can tell by the look in your eye that silks and spices do not excite you, well then come closer and i shall tell you about some of my more exotic acquisitions.

Please, please come closer... oh, dont worry about that handsome devil behind me, that's just Franco, he keeps the rif-raf at bay, he's just a big cuddley teddy bear, nothing to be frightened of


WOW ok good to know, thanks :P


Just wanted to clarify something, does your cohort start with the same Wealth as your main character? cause i used NPC WBL.


Ok so i wanted to re-submit my character as i didnt full apply the Noble Scion levels before and i was missing a few bonuses like Greater Shield Ally from my eidolon ect.. I also made a few tweaks, i felt my initial build was a bit combat focused and while you said there will be some combat its unlikely we will be traipsing through a dungeon. (in saying that i'm all up for dungeon crawling and i think my character would still hold his own)

I have also included my cohort as well. I know im probably getting way ahead of myself but im just enjoying the character creation and fleshing out the dynamics of my little family i have going on atm so dont mind me while a create my fantasy land :)

Barnette Bright the 12th:

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
--------------------
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
--------------------
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,
Use 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(+1 to Linguistics), cracked magenta prism ioun stone(+2 to any skill(bluff)), 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.

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.

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.

--------------------

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
--------------------
AC 34, touch 14, flat-footed 30 (+4 Mage 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
--------------------
Speed 30 ft.
Melee +1 cruel greatsword +18/+13 (2d6+13/17-20) or
slam +12/+7 (1d8+4)
--------------------
Statistics
--------------------
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
CR 11
XP 12,800
Human (Varisian) expert 1/rogue 11
N Medium humanoid (human)
Init +9; Senses Perception +15
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Defense
--------------------
AC 19, touch 15, flat-footed 14 (+4 armor, +5 Dex)
hp 120 (12d8+24)
Fort +5, Ref +12, Will +5
Defensive Abilities evasion, improved uncanny dodge, trap sense +3; Resist electricity 2
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Offense
--------------------
Speed 30 ft.
Melee +1 compassionate sap +14/+9 (1d6+1 nonlethal) or
dagger +13/+8 (1d4/19-20) or
dagger +13/+8 (1d4/19-20)
Special Attacks sneak attack +6d6
--------------------
Statistics
--------------------
Str 10, Dex 20, Con 14, Int 16, Wis 10, Cha 12
Base Atk +8; CMB +8; CMD 23
Feats
Dampen Presence,
Deceitful,
Defiant Luck[ARG],
Deft Hands,
Improved Initiative,
Sap Adept[UC],
Sap Master[UC],
Skill Focus (Stealth),
Weapon Finesse

Skills:
Acrobatics +16,
Appraise +15,
Bluff +20,
Climb +8,
Diplomacy +9,
Disable Device +21,
Disguise +11,
Escape Artist +13,
Intimidate +5,
Knowledge (dungeoneering) +12, Knowledge (local) +18,
Linguistics +11,
Perception +15,
Profession (sailor) +15,
Sense Motive +11,
Sleight of Hand +24,
Stealth +31,
Swim +9,
Use Magic Device +10

Languages
Common, Dwarven, Elven, Gnome, Varisian

SQ favored terrain (urban +2),
rogue talents (black market connections, bonus feat, coax information, convincing lie, finesse rogue, hide in plain sight),
trapfinding +5
Other Gear +1 shadow eel hide studded leather, +1 compassionate sap, dagger, dagger, +1 spell dodging bracers of armor, belt of incredible dexterity +2
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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.
Coax information (Ex) Can use Bluff or Diplomacy to force an opponent to act friendly.
Convincing Lie (6 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.
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.
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.
Improved Uncanny Dodge (Lv >=15) (Ex) Retain DEX bonus to AC when flat-footed. You cannot be flanked unless the attacker is Level 15+.
Sap Adept Gain bonus damage on nonlethal attacks,
Sap Master Deal twice your sneak attack damage when dealing nonlethal damage
Sneak Attack +6d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Trap Sense +3 (Ex) +3 bonus on reflex saves and AC against traps.
Trapfinding +5 Gain a bonus to find or disable traps, including magical ones.


So i been reading through the back stories of the other characters and i think there are some interesting stories that could unfold.

here are my thoughts on how Barnette might interact with the other characters.

Lord Rook::
It seems they both have a common interest of protecting the crown as well as wanting what is best for The Empire, however they have seemingly different methods and means of achieving their common interest.

While Barnette has only been a noble for a few years and is relativitly new at court he has taken a liking to lord Rook. He sees him as a sort of father figure and while Barnette uses corruption and subterfuge to play "The Game" he is intrigued at Lord Rook'd ideals of ridding the capital of corruption.

I see potential in Lord Rook mentoring Barnette and possibly swaying his ways from the underhanded to a more "noble" cause.

Lady Kyra Rubicon::
Barnette is distrustful of Lady Kyra, her attitude of indifference to the well-being of the empire makes her a difficult target to read and to understand her motivations.

Barnette would keep Kyra at arms reach until he could learn more about her history and motivations

Lady Gabrielle d'Apcher::
Barnette is enamored by Lady Gabrielle's grace and beauty, he see's her as a possible suitor and potential equal in wit and charm.

Barnette is not interested in marrying for power or wealth and only sees a beautiful woman that has as much cunning and finesse as himself if not more and he revels in the idea of the intense cat and mouse game of courtship that Lady Gabrielle will most surely provide

Lady Geneviéve Aelia Agrona Atropa::
Lady Genevieve's martial prowess is an attractive quality, while Barnette has always relied on others for muscle, he is both intrigued and admiring of the Lady Knight and her story of rise to the courts of Oppara.

Barnette Believe Lady Genevieve is not as well versed in the ways of court life and he will try and sway her opinions to that of his own, always playing a dangerous game to see how far he can push the "Lioness"

Barnette's 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.


Thanks for considering my application. My back story was a little short i just wanted to cover off the major points and get my concept up for consideration. I'm going to spend a bit of time fleshing it out and also working out how my character would interact with the other players.

BTW Here is my estate:

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


Here is my character concept;

Level 12 summoner, think Little Finger from GoT and his eidolon is his body guard (biped with a great sword) think "The Mountain" from GoT

Essentially he is a Merchant who trades in spices and silks as well as black market items and controls a smuggling ring(cohort would be the smuggler). He is also some what of an information broker.

Back Story:

Barnette was the son of a merchant from Taldor, he traveled with his father and was schooled aboard the merchant ship by a magus, he learnt book smarts and magic. He also learnt many languages and the art of manipulation and bargaining.

Not long after his 10th birthday Barnette's father was killed by pirates, his mother was grief sticken and never recovered from the depression. His family fought over their estate and barnette was forced to live with his uncle.

His Uncle was a drunk and a gambler and he lost a bet to a crime lord and when he couldnt pay thugs come to their home and took Barnette as a slave. He was sold as a prostitute to a Calistrian temple.

Over 10 years Barnette grew very good an manipulation and gathering information. He managed to find out about an assassination attempt on the emperor and he told what he had found out to the lion blades and the attempt was foiled.

The Emperor granted him an audience and asked him 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 granted Barnette a ship and a small kitty of gold to get him started.

After 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.

Barnette's Stats:

Barnette Bright the 12th
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 17, touch 11, flat-footed 17 (+6 armor, +1 deflection)
hp 120 (12d8+24)
Fort +7, Ref +5, Will +10
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], Extra Evolution[UM], Extra Evolution[UM], Noble Scion Of Lore[ISWG], Resilient Eidolon[UM], Skill Focus (Diplomacy), Spell Focus (conjuration)
Traits calistrian prostitute, cold and calculating, influence
Skills Acrobatics -2, Appraise +3, Bluff +21 (+22 vs. favored enemies that share one of your subtypes), Climb -2, Diplomacy +30 (+31 to gather information), Disguise +14, Escape Artist -2, Fly -2, Heal -1, Intimidate +7, Knowledge (arcana) +7, Knowledge (history) +7, Knowledge (local) +13, Knowledge (nobility) +13, Knowledge (planes) +7, Linguistics +16, Perception +10, Profession (merchant) +8, Ride -2, Sense Motive +20, Spellcraft +7, Stealth -2, Survival -1, Swim -2, Use 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 Eidolon), 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, 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, 400 gp
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Special Abilities
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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.
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
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.

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.

Franco the Body Guards Stats:

Eidolon
Biped
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 30, touch 14, flat-footed 26 (+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 +2 cruel adamantine greatsword +19/+14 (2d6+14/17-20) or
2 claws +12/+7 (1d4+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 +2 cruel adamantine 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 (Claw x2 [1 extra at -5] [Claws]) 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.