Fame and Prestige

Link to Main Page


Fame & Prestige
As characters go on adventures and perform services for the Pathfinder Society, they gain Fame and Prestige within the organization. As the core of the Society’s functioning consists of venture-captains giving other Pathfinders assignments, earning prestige with the Society is a matter of completing these missions without destroying anything priceless along the way.
A PC improves her standing within the Pathfinder Society by succeeding on missions assigned by the organization’s leadership. Success not only increases the character’s Fame within the Pathfinder Society, but also earns her Prestige Points (PP).
As a character’s Fame increases, the Pathfinder Society rewards her excellent service with ever-increasing boons. Below, you’ll find a system of rules that describes the kinds of rewards and privileges a character can access as her Fame increases and how she can spend her Prestige Points on a variety of benefits that reflect the society’s willingness to assist her in times of need, including goods and services, titles, honors, privileges, and other benefits.

Explaining Fame and Prestige
While Fame and Prestige Points are related, they represent two different things within the organization. Fame is a non-expendable number. The higher your Fame score, the greater your renown. Higher Fame scores unlock resources within the Pathfinder Society that can then be purchased with Prestige Points. Since you spend Prestige Points to acquire goods, services, or awards, your total Prestige Points will seldom exceed your Fame score.
You earn ranks of Fame by completing missions for the Pathfinder Society. Prestige points are often acquired at a greater rate, but are intended to be expended. Fame is only earned for successfully completed missions, while prestige may be earned for individual acts that advance the society’s goals or aid a society member. Even failing a mission may earn you some prestige within the society (since you at least lived to tell the tale of your failure).

Benefits of Fame
A character’s Fame represents her renown and status within the Pathfinder Society. The simplest representation of this is that for every 10 points of Fame, a character gains a cumulative +1 bonus on Diplomacy checks made against members of the organization (and anyone else that is aware of your reputation). A character’s Fame might also afford her certain titles and incidental privileges.

Spending Prestige Points
A character’s Prestige Points reflect the goodwill, political capital, and personal favors she has built up through service to an organization. While a character’s Fame can provide her with certain titles and privileges, most tangible benefits of membership are listed under the header Prestige Awards and are acquired by spending Prestige Points on boons, favors, aid, spellcasting, or other services.
Once a Prestige Point is spent, it is spent permanently; it is not recovered automatically like lost hit points or ability score damage. The character must earn more Prestige Points by completing additional missions to replenish her total.
Player characters may not pool Prestige Points to obtain more expensive items or boons. As a general rule, Prestige Points are designed to be spent by characters on themselves.
A character can only spend Prestige Points when in contact with Pathfinder Society agents and allies. When in Magnimar, PCs may speak directly with Sheila Heidmarch for this purpose, and in Falcon’s Hollow by speaking with Elarius Goldstaff, but when in the wilds of Varisia, there is an increased cost associated with spending Prestige Points. Prestige Point costs increase by 5 in communities that do not have a Pathfinder Lodge. A player can spend Prestige Points even if the PC is dead, petrified, or otherwise out of commission. This represents the PC having made prior arrangements with the society to perform certain actions on her behalf, such as having her raised from the dead. In this event, the PC’s actual location does not impact the Prestige Point cost at all.

Using Fame and Prestige
• Fame 1: When in a Pathfinder lodge library, gain a 5 circumstance bonus on one Knowledge check. The check takes 1 hour, reflecting the need to reference the appropriate materials. This bonus does not stack with the +4 bonus on one check listed in the Generic Prestige Awards table.
• 1 PP: Transcribe a common spell (one listed in the Pathfinder RPG Core Rulebook) from a Pathfinder lodge library into a wizard’s spellbook or alchemist’s formula book. This spell must be of a level the PC can cast and on that PC’s spell list. This benefit does not require a Spellcraft check or any additional transcribing costs.
• Fame 1, 1 PP: Acquire your own basic wayfinder.
• Fame 5, 1 PP: Become familiar with an uncommon or rare spell (at the GM’s discretion) from a Pathfinder lodge library, allowing a bard, sorcerer, or similar spellcaster to select it as a spell known at the next available opportunity (this benefit allows the character to gain access to a single arcane spell from third-party sources Rulebook without having to do spell research).
• Fame 5, 1 PP: Exchange one character trait taken at character creation for a new Pathfinder Society trait. The character must still obey the normal trait system rules (such as not having more than one trait from the same category); however, the new trait does not need to be from the same category as the trait it replaces.
• Fame 5, 5
PP: Gain a contact in a particular city. The character can consult with the contact for local gossip, news, and advice; this benefit grants the character a +2 bonus on Diplomacy checks to gather information, Knowledge (history), Knowledge (local), Knowledge (nobility), and Knowledge (religion) checks regarding the contact’s city made within that city. The character must wait 24 hours for the contact to provide the desired information. For an additional 10 PP, the bonus from the contact increases to +4. A character may have contacts in multiple cities, but multiple contacts in the same city provide no extra benefit. If the contact dies, the character can spend Prestige Points to find a replacement contact.
• Fame 10: Purchase spellcasting at 1 PP less than normal (minimum 1).
• Fame 15: Purchase ioun stones from a Pathfinder Lodge at a 10% discount.
• Fame 15, 2 PP: Access a special section of a Pathfinder lodge library for 1 week and gain a +10 circumstance bonus on any one Knowledge check. This bonus does not stack with the +4 bonus on one skill check listed in the Generic Prestige Awards table on page 10.
• Fame 20: Gain free passage on caravans and merchant vessels that are friendly to the Pathfinder Society.
• Fame 20: Purchase any magic item worth up to 10,000 gp value from a Pathfinder lodge at a 10% discount.
• Fame 20, 6 PP: Access a hidden cache of supplies in a wilderness area. These supplies consist of survival gear such as dried food, clean water, spare weapons, rope, sunrods, spell components, and other nonmagical equipment listed in the Core Rulebook. Spending Prestige Points on this resource represents finding a cache within 2d6x10 minutes of the character’s current location; the character does not need to plan ahead for this cache or know of its existence (it is, in effect, a plot device for acquiring emergency items). A typical cache contains up to 375 gp worth of these goods, and many times they are found near sites the Pathfinders planned to explore at some point. This resource cost includes the +5 PP increase for being outside a community with a Pathfinder Lodge.
• Fame 20, 5 PP: Gain the services of a learned scribe. This scribe is assigned to you from Heidmarch Manor and follows you on your travels chronicling your fame and adventurous exploits. Stats for a sample adventuring scribe, Andel Gesseran, can be found in the Resources section in the Shattered Star Player’s Guide.
• Fame 40, 1 PP: Gain a reputation as a famous and successful Pathfinder. The character is in effect a celebrity adventurer and is well known in several countries (though whether this is with fame or infamy depends on the history and personality of the character). This reputation grants the character a +2 circumstance bonus on Bluff, Diplomacy, and Intimidate checks when dealing with someone who knows of her fame. Many Pathfinders with this level of prestige go on to become venture-captains (though the Decemvirate selects venture-captains based on qualities other than prestige).
Many of the prestige awards and recognitions or resources allow a character to become specialized in a skill. When a PC becomes specialized in a skill, that skill immediately becomes a class skill for her. If the PC gains that skill as a class skill from any other source (either before or after you purchase the prestige resource), she gains a +1 competence bonus on those skill checks.

General Prestige Award Costs
1 PP — +4 on any one skill check
1 PP — Loan of mounts for 1 week†
1 PP — Boat Travel (freshwater or coastal)
1 PP — Work detail of 50 commoners for 1 week†
1 PP — Dispel magic
1 PP — Lesser restoration
1 PP — Make whole
1 PP — Remove blindness/deafness
1 PP — Remove curse
1 PP — Remove disease
1 PP — Remove paralysis
1 PP — Sending
1 PP — Free purchase up to 150 gp
2 PP — Bodyguard (1/2 your level) for 1 week†
2 PP — Squad of 10 1st-level warriors for 1 week†
2 PP — Ship Travel (deepwater or long voyage)
2 PP — Atonement (8 PP to restore cleric/druid powers)
2 PP — Break enchantment
2 PP — Divination
2 PP — Greater dispel magic
2 PP — Neutralize poison
2 PP — Overland Flight
2 PP — Restoration (4 PP to remove a permanent negative level)
2 PP — Free purchase up to 750 gp
3 PP — Regenerate
5 PP — Commune
16 PP — Plane Shift
16 PP — Raise dead
16 PP — Greater restoration
32 PP — Resurrection
77 PP — True resurrection
† Losing any Soldiers, Mounts, or Workers results in the loss of 1 point of fame. Losing an entire group of such results in the loss of 3 points of fame.

Purchasing Gear from the Society
There comes a time in any field agent’s life when he needs a very specific tool for a task before him. Many Pathfinder Lodges are in remote regions of the world and frontier towns unable to sustain a trade in magical items on their own. This is where the society truly shines. With their world-wide agents, stores of artifacts looted from ancient tombs, and magical support, the society can usually be counted upon to obtain whatever items the agent may need.
Items that can (or will) be obtained for a given agent are directly related to his fame in the organization. The society will not go out of its way to acquire powerful magic items or rare materials for unproven agents. Of course, agents are always free to purchase items elsewhere when they can find them.
Fame – Maximum Item Cost
0-8 — 500gp
9 — 1500gp
13 — 3000gp
18 — 5,250gp
22 — 8,000gp
27 — 11,750gp
31 — 16,500gp
36 — 23,000gp
40 — 31,000gp
45 — 41,000gp
49 — 54,000gp
54 — 70,000gp
58 — 92,500gp
63 — 120,000gp
67+ — 157,500gp

Vanities are flavorful character background elements that players can use to customize their characters. Vanities generally have minor game effects; when they do, these effects tend toward non-combat bonuses. A character can own as many vanities as she wishes, but each comes with a set Prestige Point cost. Additionally, some vanities provide their own restrictions, as detailed below. As a general rule, vanities cannot be purchased with gold, but a GM can certainly use “free” vanities as rewards for adventures if she wishes.
While adventuring can be lucrative, it doesn’t provide the job security some Pathfinders might wish for, nor does it provide a creative outlet for those with an artistic flair. As such, many Pathfinders own or operate small businesses on the side when not traveling the Inner Sea for the Society. A PC may purchase the same business more than once, with each purchase representing the endeavor’s growth over time. Circumstance bonuses granted by businesses stack, including for multiple instances of a given vanity. You can purchase more than one business, but this does not increase the number of times per session that you can make a Day Job check.
• Artisan’s Shop (5 PP): Your craft is your livelihood when you aren’t excavating musty tombs or exploring uncharted lands. You sell your wares through an unassuming storefront in a well-trafficked mercantile district. If you use ranks in any Craft skill to calculate your bonus on Day Job checks, having an artisan’s shop grants you a +1 circumstance bonus on all such checks. Additionally, you receive a 5% discount on all nonmagical merchandise in your area of expertise when purchasing it in the same city as your shop, rounded to the nearest silver piece.
• Concert Hall (5 PP): Though musicians can typically play anywhere, you provide the community with a venue exclusively dedicated to music, drawing performers from across the region to put on solo and ensemble shows. If you use ranks in Perform (any instrument or sing) to calculate your bonus on Day Job checks, your business grants you a +1 circumstance bonus on all such checks. You also gain a +1 circumstance bonus on Knowledge (history) checks regarding music.
• Mercantile Store (5 PP): When it comes to commerce, you dabble in wares of all sorts, selling the works of others as a general merchant. If you use ranks in Profession (merchant) to calculate your bonus on Day Job checks, your business provides you a +1 circumstance bonus on all such checks. In the city where you have your store, you may treat the gold limit for buying items as 5% greater than normal, because of the many inside connections you have within the region’s markets and trade organizations.
• Scrivener (5 PP): You earn a living duplicating documents, taking dictation from the illiterate, and preparing formal writs in elegant calligraphy. If you use ranks in Profession (scribe) to calculate your bonus on Day Job checks, your business provides you a +1 circumstance bonus on such checks. Additionally, you may make a Linguistics check untrained to recognize a forgery or identify a foreign language (though not to translate it).
• Tavern (5 PP): You provide alcohol, food, and even entertainment to your patrons, creating an environment where all can socialize and forget the stresses of the everyday. If you use ranks in Profession (bartender) to calculate your bonus on Day Job checks, your tavern grants you a +1 circumstance bonus on such checks. Additionally, when in the same city as your tavern, you receive a +1 circumstance bonus on Knowledge (local) checks or Diplomacy checks made to gather information as you overhear rumors among your patrons.
• Theater (5 PP): All the world’s a stage, but you own a business that provides a literal stage for audiences to enjoy performances of a variety of types. If you use ranks in Perform (act, comedy, dance, or oratory) to calculate your bonus on Day Job checks, your business grants you a +1 circumstance bonus on such checks. Additionally, your access to the theater’s costume shop grants you a +1 circumstance bonus on Disguise checks when in the same city as your theater, as per a disguise kit.
Not every Pathfinder is a natural loner or forced by circumstance to work in a team with others like him. In fact, some have small retinues of underlings who travel with them, taking care of menial tasks and hoping to soak up some of the glory that comes from adventuring with a member of the Pathfinder Society. All of the followers listed below are noncombatants, and should be utilized as flavor for a character, not as a means of slowing down the game and overcomplicating the board with unneeded minis. You can have a maximum number of followers equal to your Charisma bonus (minimum of 1); you may dismiss a follower from service at any time if you wish to gain different followers, but do not regain spent Prestige Points when you do so. If your Charisma is lowered by an effect, this does not impact any followers you may have already purchased, but does affect the number of new followers you can gain.
• Chronicler (10 PP): A Pathfinder has a lot to remember, especially if she hopes to report every detail back to the Decemvirate for publication. Some memory-challenged Pathfinders employ ambitious underlings to document their accomplishments, their interactions, and sometimes even their frustrated mumblings for posterity. Once per game session, you may ask your GM to repeat a detail about your mission, some esoteric backstory element, or the name of an NPC that you have otherwise forgotten by consulting with your chronicler.
• Foreign Contact (2 PP): Pathfinders typically meet many potential allies in their travels throughout the world. You may establish a contact in any city you have visited for the listed Prestige Point cost. When in that city in the future, your contact grants you a +4 circumstance bonus on Diplomacy checks made to gather information and Knowledge (local) checks regarding that location. This bonus does not stack with the standard +4 bonus on any skill check granted by spending 1 PP.
• Guide (2 PP): You employ the services of a local guide to lead your expedition into foreign territory. This guide serves you for a single Pathfinder mission, and grants a constant +2 circumstance bonus on all Knowledge (geography or local) checks as well as on Survival checks to avoid becoming lost or to find hidden trails.
• Herald (1 PP): Egos tend to run strong in the Pathfinder Society, and some members want everyone to know when they have arrived. You gain the service of a herald to announce your presence and accomplishments at any social gathering, be it a formal ball, theater performance, or diplomatic negotiation.
• Hunter (3 PP): You gain the assistance of a skilled hunter who has honed her skills through her career or for sport. Choose one creature type or subtype (as a ranger’s favored enemy). The hunter provides you a +2 circumstance bonus on all Survival checks made to track creatures of that type.
Porter (5 PP): You procure the services of a strong porter to help you carry heavy or bulky spoils from your many explorations. A porter can generally be used to carry up to 100 pounds of gear without slowing down, or up to 300 pounds of gear at encumbered speed. The porter may not assist with any other Strength-based checks.
• Seneschal (2 PP): This dedicated servant keeps your affairs in order when you are away from home, ensuring that your property is maintained, your correspondence is kept up to date, and so on. While you are present, the seneschal tends to your wounds, assists you in preparing for future adventures, and ensures that you may focus on your duties as a Pathfinder instead of the day-today business of keeping your property. When you rest at your home, you automatically heal as if under long-term care using the Heal skill. In order to gain the service of such an individual, however, you must own property or a business. You may retain the services of one seneschal per property—seneschals do not count against the normal maximum number of followers you can retain at a time.
• Squire (4 PP): This attendant assists you with handling your mount while you are indoors or otherwise unmounted, and provides assistance with donning and removing armor when not in battle. She may have ambitions of one day following in your footsteps, but currently receives satisfaction simply knowing that she aids you in your adventures. With a squire, you need not worry about purchasing or paying for a mount’s food or stabling and always count as being assisted when donning armor.
There are many organizations, cults, clubs, and societies to which Pathfinders may belong. In many cases, membership in such organizations may grant access to certain prestige classes that are normally limited, and may give you access to additional specific prestige awards.
• Assassins’ Guild (4 PP): A practical Pathfinder recognizes the benefit of being on good terms with the local assassins’ guild. While not necessarily an active assassin, you belong to an established assassins’ guild, and gain a +4 circumstance bonus on any single Bluff, Diplomacy, Intimidate, or Sense Motive check when dealing with other assassins of any guild, usable once per game session.
• Green Faith (4 PP): Whether a druid or not, you have an undying respect for nature and value its protection above nearly all else. Your affiliation with the Green Faith has given you special insight into the natural world, providing you a +2 circumstance bonus on all Knowledge (nature) checks.
• Hunting Lodge (2 PP): You are a master hunter and have been recognized as such by being invited to join an elite hunting lodge. As a member, you may take part in special hunts for rare and exotic prey each year, both on restricted hunting grounds and in the wild. You can use Survival to make Day Job rolls.
• Prophets of Kalistrade (4 PP): You adhere to the philosophy of the Prophecies of Kalistrade, made popular in the mercantile nation of Druma. As such, you follow strict sexual and dietary restrictions, and hold the amassing of vast personal wealth as your primary motivation in life. You may, at any time while maintaining the strictures of the Kalistrade, reroll any single Day Job roll for the cost of 1 PP. You must take the result of the reroll, even if it is lower, and no single check may be rerolled more than once. You may only purchase this vanity if you have no patron deity, and conversion to another faith later negates the benefits the vanity provides.
• Restful Pathfinders’ Lounge (2 PP): Decades ago, a group of affluent Pathfinders founded the Restful Pathfinders’ Lounge, a members-only club in the Petal District of Magnimar where they could relax when not adventuring, while simultaneously avoiding having a venture-captain
tell them they weren’t busy enough. Without the riffraff of a public tavern present, they may spend time with their closest companions and enjoy a good brandy or a light smoke in peace and quiet. When in Magnimar, you may gain the benefit of 8 hours rest in only 6 hours when they are spent at this private club.
• Riftwardens (6 PP): Your experience dealing with the denizens of other planes as a Pathfinder has opened doors for you with the secretive Riftwardens, a group whose members seek to close extraplanar portals and keep balance within the Great Beyond. As a free action, you can gain a +4 circumstance bonus on a single Knowledge (planes) check once per game session. Additionally, you receive a +1 morale bonus on all attack and damage rolls against members of the Blackfire Adepts.
• Temple (4 PP): Regardless of your class, you are an active member of your local temple or place of worship. Your commitment to seeing your faith prosper and grow has ingratiated you with the local clergy, and you may even hold a spot among them when not out adventuring. You can use Heal to make Day Job rolls. Once per game session, if you have access to an operating temple of your faith, you can have a cleric cast either cure moderate wounds or lesser restoration on yourself or one of your allies, free of charge. You must visit the temple to receive this attention.
• Thieves’ Guild (4 PP): Nearly every community, from the smallest village to the teeming metropolis, has a criminal underground, and most have one or more thieves’ guilds to look out for the interests of those on the opposite side of the law. As a member of one such thieves’ guild, you gain a +2 circumstance bonus on Sleight of Hand checks to steal items without being noticed. You can use Sleight of Hand to make Day Job rolls.
When not adventuring, many Pathfinders enjoy homes of their own where they can relax, raise families, or keep bulky spoils of their many exploits.
• Magnimar Townhouse (15 PP): Finding that you enjoy life in the big city, you have made a home for yourself in Magnimar. You gain a +4 circumstance bonus, usable once per game session, on any Knowledge (local) check or Diplomacy check made to gather information regarding your home district, and a permanent +2 circumstance bonus on Bluff, Diplomacy, Intimidate, and Sense Motive checks made against residents of that district.
• Caravan (5 PP): You own a controlling share in a caravan that makes regular trips through the Inner Sea region. You aren’t required to maintain a presence in the caravan, and thus do not need to accompany the caravan as it makes its journeys, but you do shoulder some of the responsibility of ownership. For the most part, this means handling things like representing the caravan’s interests to important merchants, politicians, and aristocrats. When you first purchase your caravan, you must decide how you wish to represent the caravan’s interests—this decides what additional skill you can use to make Day Job checks. If you wish to represent the caravan as an upstanding citizen and above-the-board merchant, you can use Diplomacy to make Day Job rolls. If, on the other hand, you want to skirt the laws, focus on smuggling, and otherwise use deception to maintain the caravan’s success, you can use Bluff to make Day Job rolls. Finally, if you want to have your caravan be especially well guarded and use blatant shows of force to get what you need, you can use Intimidate to make Day Job rolls.
• Coastal Island (30 PP): A manor in the country isn’t isolated enough for you, and you have instead procured a small island a short distant off the coast of your choice. Too small and insignificant to show up on most maps, this island is nevertheless your haven of solitude, or serves as an out-of-the-way location where you can throw scandalous parties, conduct dangerous research, or simply meditate in silence without raising any eyebrows. Owning a coastal island increases the number of followers you can retain at any one time by +2.
• Country Estate (20 PP): Life in the city allows only so much space to roam, and a limited amount of privacy. A country estate affords you a much larger, rural home, located in a nation of your choice. When in that nation, you gain a +2 bonus on Knowledge (geography) and
Survival checks.
• Farmstead (5 PP): You own a fully functional farm located just outside a larger city, such as Magnimar, Korvosa, Sandpoint, or Riddleport. This farmstead includes a sizable farmhouse, a barn, and a plot of land suitable for raising livestock or growing crops. If you own a farmstead, you can use Handle Animal to make Day Job rolls.
• Ship (10 PP): You own a maritime vessel that you use for trade, transport, or military purposes. This ship comes complete with a crew and earns enough money through normal operation to be self-sustaining, but isn’t necessarily profitable on its own. Whenever you require passage at sea, you may choose to take your vessel instead of an unfamiliar ship hired by the Society to deploy you and your party. You gain a +2 circumstance bonus on Profession (sailor) checks and it becomes a class skill for you. You may use Profession (sailor) checks to make Day Job rolls.
Wayfinder Enhancements
For members of the Pathfinder Society, a wayfinder is more than a compass or receptacle for an ioun stone; these ubiquitous minor magic items are status symbols and badges of honor among many Pathfinders, and having elaborate or exotic versions of them is a growing trend among those who wish to stand out from their peers. To obtain the following wayfinder enhancements, a Pathfinder must already own a wayfinder.
• Adamantine (5 PP): The casing of this wayfinder is incredibly hard, and no amount of casual use can ding, dent, or scratch its pristine smoothness.
• Bone (2 PP): Popular among rangers, druids, and necromancers, these bone-encased wayfinders are all unique, as each is crafted from a creature of the Pathfinder’s choice, be it a commonly hunted foe, a remnant of a lost loved one, or a macabre reminder of the futility of life. If you’re a druid or ranger, you can use a bone wayfinder as a divine focus.
• Dayfinder (10 PP): Similar to a normal wayfinder in all external ways, this rare form of wayfinder differs in the potency of its light-emitting abilities. Once per day, the light generated by an active dayfinder replicates a daylight spell for a duration of 1 minute. These powerful tools against darkness are granted to experienced Pathfinders by generous venture-captains, and may only be purchased on the black market within the Society itself, and even then only by exchanging favors—never for gold.
• Diamond Inlay (5 PP): This wayfinder features intricate ornamentation of inlaid diamonds. These gems may not be used as material components. Flashing a diamond inlay wayfinder grants you a +2 circumstance bonus on Diplomacy checks made against aristocrats and merchants allied with the Pathfinders, but a –2 penalty against those who oppose the Pathfinders.
• Holy Symbol (2 PP): This wayfinder has been carved or molded to resemble your deity’s holy or unholy symbol and may serve as an icon of both the Pathfinder Society and your chosen faith. You can use a holy symbol wayfinder as a divine focus.
• Jade (2 PP): Crafted in distant Tian Xia, the jade casing of this wayfinder is decorated with serpentine dragons wound around the Glyph of the Open Road. Instead of light, a jade wayfinder can be used to cast guidance.
• Messenger (5 PP): This wayfinder functions as normal, except that the user may cast message at will in place of light.
• Trapped (4 PP): To prevent anyone but you from claiming your wayfinder and using it to impersonate a member of the Society or simply resell it for his own profit, this compass is trapped such that anyone opening it without releasing a hidden catch is pricked with a needle laced with the contact poison of your choice (this poison must be purchased and applied separately). A DC 20 Perception check notices the trap, and a DC 25 Disable Device check allows one to bypass the security measure.

Fame and Prestige

Shattered Star marcus_bell99