The Shattering of Darkmoon Vale
Note: When a prestige award specifies that you qualify for a specific prestige class or feat, you are assumed to meet any story-based requirements of that prestige class and may ignore one skill or feat requirement.
Freedom and democracy for all.
The young nation of Andoran threw off the shackles of aristocracy when its liege nation Cheliax adopted an official policy of diabolism after Aroden’s death, and has since established itself as the Inner Sea region’s largest democracy. Though free from the tyrannical rule of Taldor and Cheliax, Andoran hopes to see tyranny in all its forms wiped from the Inner Sea region, and its allies ever strive to increase their own presence in Absalom, which they see as the key to ending slavery and oppression’s hold on the weak and poor of Avistan and Garund. Through the efforts of the Steel Falcon branch of Andoran’s elite military Eagle Knights, the nation aspires to advance its ideals abroad through diplomacy and battle.
The Andoren Pathfinder: While many Pathfinders allied with Andoran hail from the nation itself, some come from distant lands only to find their ideals in conjunction with those of the Eagle Knights. Escaped slaves, indigenous peoples oppressed by colonists, and political radicals often fall in with Andoren crowds and soon find themselves working for Maldris while traveling the world on other business. Pathfinders with experience as sailors, prowess in the wilderness, skill in both diplomacy and subterfuge, and effectiveness in battle against those enslaved by undeath will find themselves most valuable to the faction. Most Andoran Faction Pathfinders are good-aligned.
Gaining Fame Pathfinders with allegiances to the Andoran faction often perform acts of diplomacy, sabotage, and proselytizing while carrying out their primary objectives for the Decemvirate. Whether providing moral support to the downtrodden, delivering messages to agents deep undercover in distant lands, or acting as a thorn in the side of slavers throughout the region, an Andoran Faction operative improves his reputation by spreading Andoren ideals wherever he goes. A member of this faction should be willing to bend the rules of tyrannical law in order to plant the seed of liberty, even when doing so requires employing questionable techniques.
Andoran has agents and operatives spread throughout the world, willing to assist the nation’s allies as they are able.
- Bellflower Cache (1 PP): Find a hidden location along a known row marked by a bellflower that contains enough trail rations and water for up to 10 people for a week. Finding this cache requires a DC 10 Survival check.
- Liberation (5 PP): In the event that you are captured and forced into slavery, the faction mounts a rescue operation, freeing you from servitude without any material or physical effect. Any cost or penalty normally associated with being enslaved (including magical effects such as dominate person) is negated at no additional cost to you.
- Search Team (5 Fame, 1 PP): Call upon faction members to assist in searching a person, structure, or location, granting a +10 bonus on checks to detect hidden items, disguises, forgeries, traps, secret doors, or compartments. This is normally only usable in a civilized area (not a dungeon) and lasts for up to 1 day.
- Ambasador (5 Fame, 5 PP): Gain diplomatic privilege, which gives the character a +2 circumstance bonus on Bluff, Diplomacy, Intimidate, Knowledge (local), Knowledge (nobility), Perform (oratory), and Sense Motive checks with citizens of one country. This bonus increases to +4 on checks made to avoid legal trouble.
- Eagle Mount (10 Fame, 2 PP): Gain the temporary service of a celestial giant eagle as if using lesser planar ally. The member of the faction must negotiate and pay for the eagle’s service, though he can spend 2 PP to have the Eagle Knights pay the price for the service. If the faction member is a poor negotiator, he can spend 1 PP to hire a charismatic advocate to argue on his behalf.
- Eagle Knight (Fame 20, 1 PP): You are invited into the ranks of the illustrious Eagle Knights with the rank of lance corporal. You become specialized in Diplomacy. You qualify for the Steel Falcon and Golden Legionnaire prestige classes and the Eagle Knight Candidate feat.
- Tiller (Fame 20, 2 PP): Your efforts to free slaves (especially halflings from Cheliax) have earned you a position among the secretive Bellflower Network, and you are considered a “tiller” in the organization. You gain a +3 bonus on Escape Artist checks to free slaves from bondage. You qualify for the Bellflower Tiller prestige class.
- Celestial Servant (20 Fame, 3 PP): Gain the temporary service of an avoral as if using planar ally. The member of the faction must negotiate and pay for the avoral’s service, though he can spend 3 PP to have the Eagle Knights pay the price for the service. If the faction member is a poor negotiator, he can pay 1 PP to hire a charismatic advocate argue on his behalf.
- Captain (Fame 40, 1 PP, Eagle Knight): Having performed valued and extraordinary service to Andoran as a member of the Eagle Knights, you are elevated to the rank of captain and become specialized in Perform (oratory).
- Gray Corsair (Fame 40, 2 PP, Eagle Knight): You serve aboard an Andoren naval vessel, and gain a +3 bonus on Profession (sailor) checks made while you serve on any Andoren vessels.
- Knighthood (Fame 40, 4 PP): You become invested as a knight of Andoran, gaining the title “sir” if male or “dame” if female before your given name. You may also append “knight” onto any existing titles within the Eagle Knights if you are a member, such as “knight captain” or “knight corporal.” You gain a +2 bonus on Diplomacy and Knowledge (nobility) checks within Andoran or against Andoren subjects and gain a set of Golden Eagle Epaulets.
Establish order, no matter the costs.
The proud empire of Cheliax once spread across two continents, but fell to diabolical rule after 30 years of civil war following Aroden’s death. Chelaxians believe their nation superior to the others in the Inner Sea region, and won’t let something as simple as the death of their patron god prevent them from attaining their prophesied age of glory. The ruling House Thrune and its allies rose to power amid chaos, and established order with the help of the armies of Hell; they maintain control decades later with the same regimented organization of their infernal minions. Though Cheliax already controls the Arch of Aroden, and thus the western entrance to the Inner Sea, Queen Abrogail II’s strategists know that control of Absalom is vital if Cheliax hopes to establish order throughout the region. They believe that victory is well within their grasp, and that it will come on the backs of the weak.
The Chelish Pathfinder: Proud Chelish citizens who see the dominance of their nation as inevitable make up the largest segment of the faction’s loyal Pathfinders, though not all who ally with Cheliax hail from within her borders. Many non-Chelaxians find themselves drawn to the faction for its infernal ties, either out of curiosity about Hell and its denizens or because of a respect for the faction’s strict organization. Cheliax’s drive for power and order at all costs also attracts Pathfinders who joined the Society to achieve their own lofty goals and realize their personal potential. Those unwilling to overlook the suffering of the weak or treat with devils for the betterment of all, however, will likely find membership in the Cheliax faction difficult to reconcile with their moral compasses. Most Cheliax Faction Pathfinders are lawful-aligned.
Gaining Fame: Cheliax faction Pathfinders tend to win the paracountess’s favor by delivering messages of intimidation to her political enemies, retrieving arcane or extraplanar relics to aid in further mastery of devil-kind, and promoting the establishment of order, tyranny, and Chelish dominance throughout the Inner Sea region. Their missions for the faction often put them at odds with the freedom fighters of Andoran and the lazy representatives of foppish Taldor. A member of this faction should be willing to do whatever is necessary to follow orders, establish the rule of law, and forward the interests of House Thrune, even when doing so may result in the suffering of those unable to avoid being trampled by the march of progress.
The Cheliax faction benefits not only from ties to several inf luential organizations, but also from command of the legions of Hell, bolstering the faction’s ability to assist loyal agents in the field far from Absalom and Cheliax.
- Imp Servitor (5 PP, 500 gp): You gain the services of a bound imp (treat as if you had gained the imp’s services via a successful casting of lesser planar ally) for the duration of one game session.
- Arm of the Law (10 Fame, 1 PP): Imprison up to four people in a Hellknight citadel for up to 1 month (longer durations require spending more PP or charges of a specific crime which the order can prosecute). The Fame requirement may be higher for dangerous prisoners (such as rival adventurers).
- Advocate (10 Fame, 1 PP): Obtain legal assistance from the order, freeing the faction member from prison or punishment with no consequences (usually by intimidation, finding a technicality in the law, or claiming superior jurisdiction over the accused). Each time the character draws upon this resource, the PP cost doubles.
- Armiger (Fame 20, 2 PP): Though still a loyal Pathfinder, your service to Cheliax grants you admission into a Hellknight order of your choice with the rank of armiger. You gain a +3 bonus on Diplomacy checks made against Hellknights of any order or rank.
- Tested by Hell (20 Fame, 2 PP, Armiger): Perform a series of challenges against conjured devils intended to toughen the character’s will against the horrors of Hell. In total, these challenges give the armiger a +2 bonus on saving throws against fear effects.
- Specialist (20 Fame, 3 PP, Armiger): Requisition the assistance of a specialist (any NPC with a class level equal to half your level) for 1 week.
- Infernal Assistance (20 Fame, 3 PP, Armiger): Gain the temporary service of a lawful evil or lawful neutral outsider of up to 12 HD as if using planar binding. The faction member must negotiate and pay for the outsider’s service, though she can spend 3 PP to have her order pay the price for the service. If the Hellknight is a poor negotiator, she can pay 1 CPA to hire a charismatic advocate to argue on her behalf.
- Hellknight (Fame 40, 2 PP, Armiger): Your continued loyalty to Cheliax and your Hellknight order earn you the honorary rank of Hellknight (or signifer if you are a spellcaster), granting you a +3 bonus on Intimidate checks when wearing heavy armor. You qualify for the Hellknight and Hellknight Signifier prestige classes.
- Master Specialist (40 Fame, 9 PP, Hellknight): Hire a master specialist (any NPC with a class level equal to your level) for 1 week.
Gain control of Absalom through political manipulation and intrigue.
Since the Age of Enthronement, no nation in the Inner Sea has had as wide-reaching and influential an empire as the kingdom of Taldor. Sadly, decadence and overconfidence led to the empire’s relatively swift decline centuries ago, as vassal after vassal broke free from the crown. Despite its waning inf luence worldwide and constant internal political strife, Taldor is one of the five nations most strategically poised to take control of Absalom from within. Using the same tactics of espionage, sabotage, blackmail, and deception employed by Taldan nobility for millennia, agents of this political faction hope to manipulate the nobility and citizenry of Absalom to recognize the nation’s rightful place as the natural ruler of humankind throughout the region.
The Taldan Pathfinder: Pathfinders allied with the Taldan cause often hail from the nation itself, though sometimes foreign agents find themselves working for the empire because they share the modus operandi of using courtly intrigue to their own advantage. While many Taldan natives in the faction claim some noble blood, just as many come from the nation’s poorer classes and hope that if they increase their nation’s influence in the Inner Sea region, some of the inevitable prosperity will trickle down to them and their families. Pathfinder allies of Taldor should be
willing to spy, coerce, blackmail, cheat, lie, and publicly humiliate their enemies. Most Taldor Faction Pathfinders are neutral-aligned.
Gaining Fame: While her predecessor often sent Pathfinders on missions to recover opulent art to decorate his many palaces and manors, Lady Gloriana knows that Taldor must reclaim its position as the bastion of humanity through constant vigilance. Pathfinders in her employ should be skilled at the arts of deception, misdirection, and stealth, while also knowing how to navigate Absalom’s complex aristocratic landscape. Those with the ability to speak honeyed words to a rival noble while simultaneously pilfering damning documents from his satchel will go far.
The nation of Taldor is well known for its extravagance and ostentatiousness, and the faction of Pathfinders working to forward its concerns certainly benefits from this, whether through being granted noble titles, receiving invitations to exclusive gatherings, or earning positions in one of the empire’s many illustrious institutions.
- Master of Disguise (5 Fame, 1 PP): Acquire props and clothing to create an expert disguise that grants the character a +10 bonus on one Disguise check. This bonus does not stack with the +4 bonus on one check normally available. While the clothing from the disguise may be reusable, other elements (such as a fake beard or a forged invitation to a party) generally have only one use.
- Taldan Contacts (5 Fame, 5+ PP): Gain a contact in a particular city. The character can consult with this contact for local gossip, news, and advice; this action grants the character a +2 bonus on Diplomacy checks to gather information and on Knowledge (history), Knowledge (local), Knowledge (nobility), and Knowledge (religion) checks made regarding the contact’s city, but 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 CPA to find a replacement contact.
- Ceremonial Presence (10 Fame, 1 PP): Arrange a minor, public, courteous, second-hand interaction with the Grand Prince, such as carrying his cloak, presenting a ceremonial document, or standing closest to him in a public theater. Members understand the value of appearances, and they aren’t afraid to profit from their connections or use them to aid an ally. This act makes other Taldan nobles and royals favorably disposed toward the character, granting her a +4 bonus on Bluff, Diplomacy, Intimidate, and Knowledge (nobility) checks regarding them. The bonus decreases by 1 each time it is used; after the fourth check (or when 24 hours have passed), the bonus reaches +0 and gives no further benefit.
- False Identity (10 Fame, 3 PP): Acquire a temporary false identity, such as a foreign merchant or obscure noble scion; this includes clothing, documentation, minions, accent coaching, and up to cantrip-level supplementary magic to bolster the false identity. This identity counts as an expert disguise (+10 to the character’s Disguise check) and provides a +10 bonus on Linguistic checks for the forged documentation and a +10 bonus on relevant information-gathering checks regarding the character (this last element requires a few hours of time to seed people “in the know” with information about the false identity). The identity won’t stand up to intense scrutiny and is best used for no more than an evening’s time.
- Ulfen Assistance (15 Fame, 1 PP): Gain the assistance of an off-duty member of the Ulfen Guard (an NPC barbarian, fighter, ranger, or rogue with a class level equal to half the character’s level) for 1 day.
- Fake Your Death (15 Fame, 10 PP): Fake a death. Faked deaths are usually done to avoid enemies. The most common form is to dress up an identical (or mangled) corpse as the character and arrange for it to be found; more extravagant deaths involve witnesses, dramatic falls, or public assassinations. Obviously, if the character walks around in public thereafter it ruins the deception, and most recipients leave town or permanently change appearances. This deception also covers situations in which the character wants an assassination (by him or another Lion Blade) to look like an accident.
- Lion Blade (Fame 20, 1 PP): You are invited into the exclusive organization known as the Lion Blades. You become specialized in Disguise. You qualify for the Lion Blade prestige class.
- Noble Title (Fame 20, 1 PP): You gain one of the following noble titles: baron, baroness, dame, earl, lord, marquis, marquise, visbaronet, visbaronetess, viscount, and viscountess. Among the many hereditary nobles in Taldor, your title means little and grants you few benefits other than an official writ declaring it a legitimate title in the Empire of Taldor, signed by Prince Stavian III himself. You become specialized in Knowledge (nobility).
- Height of Fashion (Fame 20, 2 PP): Your contacts among the Taldan aristocracy allow you to constantly update and adapt your fashion so as to never appear out of style—be it at court, on the road, or even in combat. You gain a +3 bonus on Diplomacy checks against nobles, politicians, and aristocrats of your race.
- Ulfen Guard (Fame 20, 2 PP): You have proven yourself a loyal servant of Taldor and are asked to become the blood brother of a member of the Ulfen Guard. If you’re Ulfen, you receive the title “huscarl.” If not, you gain the title “leidang.” You gain a +3 bonus on all Intimidate checks when in Taldor or dealing with Taldan citizens abroad. You qualify for the Fearsome Barricade feat.
- Imperial Access (20 Fame, 1 PP, Ulfen Guard): Gain access to the Grand Prince for a quick exchange of words. The Guard doesn’t have the authority to put official meetings on the Grand Prince’s schedule, but it can arrange to let a specific person interact with him in a public place for a short time, typically no more than 5 minutes. The Guard only allows people whom members trust to get this close to the Grand Prince, and if such a person harms him, not only is that person’s life forfeit, but the leader of the Guard will take the heads of all the guards responsible for letting that “trusted” person get so close to the Grand Prince. The character’s Fame and PP with the Taldor faction decrease by 5 or more if she insults or annoys the Grand Prince, and plummet to 0 should she harm him.
- Master Specialist (35 Fame, 10 PP, Lion Blade): Gain the assistance of a master specialist (an NPC whose level equals the PC’s level) for 1 week, so long as the activity benefits the Lion Blades, the emperor, or Taldor. These tasks may include illegal acts such as assassination; in most cases the organization insists that the character take care of this business personally (rather than having the specialist do it for him) but doesn’t object to him getting help with the task from the specialist.
- Mental Buffer (35 Fame, 13 PP, Lion Blade): Undergo a week-long session of mental training that gives the character a +4 bonus on saving throws against detect thoughts, discern lies, and attempts to magically discern his alignment.
- Mental Superiority (35 Fame, 13 PP, Lion Blade): Undergo mental training for 1 week that gives the character a +2 bonus on all Will saving throws.
- Ulfen Brothers (40 Fame, 2 PP, Ulfen Guard): Gain the assistance of an off-duty captain of the Ulfen Guard (an NPC barbarian, fighter, ranger, or rogue with a class level equal to the PC’s level) for 1 day.
In the secrets of the past, we shall find today’s triumphs.
Osirion is among the oldest human nations of the Inner Sea region—its founding marked the end of the Age of Anguish. Over its long history, it has experienced centuries of incredible power as well as generations of subjugation under foreign rule, as its ancient might was lost to desert sands and forgotten with the passage of time. With ambitions of once again being the most influential and powerful nation in the Inner Sea region, Osirion knows that Absalom is its largest competitor for the position. So while the nations of Andoran, Cheliax, Qadira, and Taldor battle among themselves for control of the City at the Center of the World, Osirion delves deep into its history to resurrect the secrets of the past. As a sleeping giant, it amasses its power to swoop in on its unsuspecting enemies when they have weakened one another,
using the strength of history to secure its future dominance.
The Osirian Pathfinder: More than any other nation involved in the shadow war for control of Absalom, Osirion employs a large number of Pathfinders not originally native to the faction’s country. While most Osirians remain loyal to the Ruby Prince even after joining the Pathfinder Society, a significant number of non-Osirian agents also find that their respect for the secrets of the past, their desire to remain unassuming and go unnoticed, and their belief that true power need not be exerted until the time is right are perfectly aligned with the philosophy of Osirion and its Absalom-based faction. Other Pathfinders are less dedicated to Osirion and its specific political goals than interested in the wealth and mystery buried beneath its dunes, and ally with the faction in the hope of gaining access to these unplumbed troves of treasure and lore. Most Osirion Faction Pathfinders are lawful-aligned.
Gaining Fame: The most valuable asset to the Osirion faction is knowledge, and Pathfinders willing and able to procure ancient relics for study, copy secret documents, and decipher long-dead languages find themselves well rewarded for carrying out Amenopheus’s requests. Many of the faction’s goals involve delving into haunted, cursed crypts, and Pathfinders with resistances or dominance over the undead are particularly useful.
The Ruby Prince rewards those loyal to him with the wealth and knowledge of his ancient nation, providing boons to any who would risk life or limb to see Osirion reclaim its destiny as the greatest human nation in existence.
- Royal Researcher (1 Fame): Gain free and unfettered access to any Osirian Royal Library (Osirion, large town or larger). This gives the character a +5 on Knowledge checks if he spends an hour researching in the Library. He can use this resource to make Knowledge checks untrained with the +5 bonus but must spend 1 day researching. This bonus does not stack with the +4 bonus to any check normally available.
- Friend of the Elements (10 Fame, 1 PP): Barter with an elemental based on Osirion’s ancient pacts with various elemental clans. This benefit allows the character to make a Bluff, Diplomacy, or Intimidate check against an elemental with an +8 bonus. Even a hostile or controlled elemental may agree to not attack for up to 1 minute if the character making the request is persuasive enough.
- Elemental Assistance (20 Fame, 3 PP): Gain the temporary service of an elemental outsider of up to 12 HD as if using planar binding. The character must negotiate and pay for the elemental’s service, though he can spend 3 PP to have the Guard pay the price for the service. If the character is a poor negotiator, he can pay 1 PP to hire a charismatic advocate to argue on his behalf.
- Know the Sands (Fame 20, 4 PP): Your affiliation with the Osirion faction grants you insight into navigating the desert wastes of the nation’s interior. You gain a +2 circumstance bonus on Knowledge (geography) checks and Survival checks when in Osirion.
- Risen Guard (Fame 20, 8 PP): You may voluntarily be killed and resurrected, becoming one of the Ruby Prince’s elite Risen Guard. If you die in the course of an adventure and have not yet purchased this title, you may purchase it to be raised from the dead at this lower price—any future expenditures of PP to be restored from death cost the normal PP amount, as listed on page 3. While your primary mission as such is to protect the royal family, the Ruby Prince recognizes your particular strengths and orders you to protect his interests abroad as a Pathfinder. As a Risen Guard, you may use the honorific “the Risen” after your name. You gain a +2 bonus on Fortitude saves made against death effects and on saves made to prevent a negative level from becoming permanent. Once you gain this prestige award, you can never change your faction.
- Nameless (20 Fame, 1 PP, Risen Guard): Gain a new appearance and identity when brought back from the dead by the royal morticians. Undergoing this ritual is not required, but it does help distance a new Risen Guard from his past life. It also means the guard is freed of all past debts, obligations, and penalties from his former life. If the guard chooses to abandon his name along with the rest of his identity, he may select the Nameless Servitor feat (see the Factions Guide).
- Renewal of Debts (20 Fame, 16 PP, Risen Guard): Be raised from the dead by raise dead. Because of the unique role this ritual has with the Risen Guard, a slain guard can benefit from this reward even if he doesn’t have the PP or gp to pay for it, in effect going into debt and repaying the cost once he is alive again (an exception to the rule that the Risen Guard are freed from the debts of their past lives). Until this debt is paid, all earned PP and wealth (other than a meager amount for food and clothing) goes to pay it.
- The Constant (Fame 30, 1 PP, Risen Guard): For your dedication to the Risen Guard, you may take the honorific “the Constant” in place of “the Risen.” You become specialized in Intimidate.
- Specialist (30 Fame, 3 PP, Risen Guard): Requisition the assistance of a specialist (any NPC member of the organization with a class level equal to half the character’s level) for 1 week.
- Imprisonment (40 Fame, 0+ PP, The Constant): Imprison any ordinary person in Osirion for up to 24 hours. The character can have the person detained for an additional day by spending 1 PP or presenting evidence of a specific crime committed by that person. Keeping dangerous or influential prisoners (such as rival adventurers) imprisoned may require spending additional PP.
- The Loyal (40 Fame, 1 PP, The Constant): Gain the title “the Loyal” and specialization in Intimidate (this bonus stacks with the bonus from the Constant title).
- Disarm (40 Fame, 0+ PP, The Loyal): Confiscate any weapon or potentially dangerous item for 24 hours while in Osirion (spending 1 PP extends this time limit by 24 hours). The item is stored under the watchful eyes of the Risen Guard for the duration.
- The Faithful (50 Fame, 1 PP, The Loyal): Gain the title “the Faithful” and specialization in Intimidate (this bonus stacks with the bonus from all lesser titles).
- Seizure (50 Fame, 0+ CPA, The Faithful): Imprison any ordinary person in Osirion for up to 1 week, or an unusual person (such as an adventurer or diplomat, with the exception of the royal family) for up to 24 hours (as per the “Constant” ability), or confiscate any property (worth up to 10,000 gp) for up to 24 hours (spending 1 PP extends this time limit by 24 hours).
Use Pathfinder missions as a front for personal gain.
A loose affiliation of Varisian swindlers, thieves, and smugglers, the Sczarni don’t have much in common with the average Pathfinder. But to many, there’s little distinction between someone who robs the grave of an ancestor and someone who cons one out of her night’s dinner. Thus, when Sczarni and Pathfinders come to town, both are often lumped into the same category by suspicious natives and watchful legal authorities—troublesome people to watch out for. Though not officially allied, many Pathfinders work with local Sczarni throughout the region to aid one another in surviving, hopefully gaining a leg up in their own endeavors in the process.
The Sczarni Pathfinder: Some Sczarni find a life of wandering leads them eventually to the Grand Lodge to become part of a larger organization, though these Pathfinders never lose their loyalty to their Varisian roots. Similarly, Pathfinders of any ethnicity looking to swindle, smuggle, and steal at every opportunity find that they work well with the Sczarni operating throughout much of the world. Ever opportunists, Sczarni know when the Pathfinder Society provides a great cover for their unscrupulous ventures, while similarly shrewd Pathfinders see the benefit of having contacts in nearly every port, especially ones skilled at getting valuable cargos past prying harbor watchmen and tax collectors.
Most Sczarni Pathfinders are chaotic-aligned.
Gaining Fame: Pathfinders working in tandem with the Sczarni often earn reputations within the insular organization by delivering or retrieving messages from other operatives in the field, transporting stolen goods while on otherwise standard Pathfinder business, and sometimes stealing from or conning innocents along the way. Few Sczarni admit they belong to the loose affiliation, and even fewer Pathfinders boast of their association with the ill-reputed crooks. While Pathfinder agents who can operate without catching the notice of their friends and allies are a great asset to the Sczarni, conversely, some Sczarni prefer to be seen in the company of acclaimed and wellrespected adventurers such as ostentatious Pathfinders, hoping the latter group’s more positive reputation will rub off on their own oft-maligned brethren. But sometimes more virtuous Pathfinders are simply sent on Sczarni missions to allow the criminals to keep good company while doing something less than honorable behind the Pathfinders’ backs.
Though generally operating in secret, the Sczarni have a well-established presence throughout the Inner Sea region.
- Greased Palm (4 PP): In any city of at least 5,000 inhabitants, you may locate a corrupt official. If you’re imprisoned or fined for crimes committed in the city’s jurisdiction, you may take advantage of this contact, paying no fines and escaping sentencing if you can make a DC 15 Diplomacy check. You can use this ability once per game session. Note that DC 15 represents mundane crimes—at the GM’s discretion, particularly heinous crimes can increase the DC to avoid jail time or even execution by 10 points or more.
- Varisian Tattoos (5 PP): Gain a Varisian tattoo that grants the character the ability to cast a 0-level spell from the sorcerer/wizard spell list three times per day. The caster level for this ability is equal to the character’s level. The save DC for this spell is 10 + the character’s Intelligence or Charisma modifier. The character must have an Intelligence or Charisma score of at least 10 to gain this ability. A character can only have three such tattoos at one time.
- Journey Mark (25 PP): Gain a Varisian journey mark, a special kind of tattoo the sczarni reserve as rewards for great deeds. Most Varisians see these emblems as a secret advantage, one they are loath to reveal to outsiders. Like more common magical tattoos, journey marks are complicated networks of Thassilonian symbols, usually covering the stomach, chest, or back. The tattoo grants a +1 competence bonus on skill and ability checks for one ability score, and once per day the character can call upon the magic of the tattoo to heal her of 1d4 points of ability damage to that ability score.
- Local Expert (5 Fame, 5 PP): Gain a permanent +5 bonus on Knowledge (geography) checks relating to travel in and near civilized areas of a particular country or Knowledge (local) checks relating to a particular settlement. This benefit requires 1 week of study with a group of pathfinders knowledgeable about the chosen location. A character can select this multiple times; each time it applies to a new country or settlement.
- Caravan Traveler (Fame 10, 1 PP): Your long time spent on the road with fellow travelers has enhanced your knack for picking up local customs. You become specialized in Knowledge (local).
- Specialist (10 Fame, 3 PP): Gain the assistance of a specialist (any NPC member of the organization with a class level equal to half the character’s level) for 1 week.
- Tatchey (10 Fame, 5 PP): Gain a tatchey, or Varisian spirit amulet. Tatcheys are long thought to be mere trinkets by outsiders, but the wisest of the Varisian Wanderers have rediscovered old rites that can connect a tatchey with its owner’s spirit. This gives it a semblance of life and a rudimentary intelligence, creating a familiar-like bond between a person and the object. A tatchey adores its master and wishes to help whenever possible, though being inanimate limits its usefulness. Old Varisian stories tell of a tatchey guiding parents to their child’s kidnapper or a clever rogue using her tatchey to spy on enemies. A tatchey is always a Diminutive nonmagical object of personal importance to the bearer. Common tatcheys include old coins, seashells, jewelry, Harrow cards, and colorful pebbles. Once awakened, a tatchey is an intelligent magic item with the following statistics: Hardness 8, 5 hp (1d8); Int 6, Wis 12, Cha 6, ego 0. A tatchey lacks physical attributes and cannot move on its own. It has normal human senses and can speak in hushed tones. A tatchey has one skill rank (usually in Perception) and one feat (usually Alertness). While carried by its master, it benefits from all spells and effects affecting its master. A person can only have one tatchey at a time. Tatcheys are legendary for their ability to find their way home if separated from their owners; once per week, the owner may summon his tatchey, which teleports into a free hand from as far away as 1 mile per level of experience (if it is out of range, the owner knows the general direction of the tatchey). A tatchey becomes depressed and withdrawn without its master; after 6 weeks apart, it reverts to a nonmagical object.
- Harrow Deck (15 Fame, 1 PP, 100 gp): Obtain a Harrow deck of historical, familial, or artistic importance, such as one owned by a famous Harrower, an important ancestor of the character, or one with beautiful illustrations. The deck grants a +2 bonus on skill checks related to using the deck.
- Fence Contact (Fame 20, 4 PP): Once per game session, when selling any item, you may use a Sczarni fence who gets you an additional 10% return on its sale. This additional value is calculated as 10% of the normal resale value of the item.
- Fortune Teller (20 Fame, 10 PP): Have a harrower tell the character’s future. This grants the character a +1 insight bonus to initiative because of an increased awareness of how to read signs and portents. Each time the character has a reading, this bonus increases by +1 (to a maximum of +4). The harrower’s predictions are cryptic, veiled by context, and often impossible to understand until the moment they are needed. When this moment of clarity occurs (determined by the character’s player), the character gains a +4 insight bonus on her next roll; the decision to use this ability must be made before the roll. This bonus can only be used once per fortune, but the initiative bonus is permanent. A character can receive this benefit more than four times (after the initiative bonus has reached the maximum of +4), but this only provides another moment of clarity. A character can only have one unused moment of clarity at a time.
- Front (Fame 40, 2 PP): Your Sczarni contacts help you set up a front for your criminal operations. If you own a business (see Chapter Five), you gain an additional +3 circumstance bonus on all Day Job checks, representing illicit income generated on top of your legitimate income.
Use the Pathfinder Society’s resources to do good in the world.
When the existence of so many factions within the Pathfinder Society began to become apparent, many were dismayed, especially those who took umbrage at the Society’s resources being used for ethically questionable purposes or personal gain. Unable to eliminate such elements as the Shadow Lodge from the ranks of the organization, an influential group of Pathfinder clerics, paladins, and servants of good-aligned deities banded together to form their own faction—the Silver Crusade—as an answer to these undesirable offshoots of the Society. While a crusade in name only, the Silver Crusade models itself after the staunchly good silver dragon, making a valiant effort to use the Society’s influence, reach, and resources to do good throughout the Inner Sea region and beyond.
The Silver Crusade Pathfinder: Pathfinders who support the efforts of the Silver Crusade are often priests of Golarion’s good-aligned deities, such as Cayden Cailean, Desna, Erastil, Iomedae, Sarenrae, Shelyn, and Torag. Though each faith has its own methodologies and philosophies on how to go about helping the weak and destroying evil, they all share the same primary goal of making the world a better place. As such, any Pathfinders who share the same paramount tenets are welcome in the Silver Crusade, whether they be law-abiding paladins or tyranny-defying freedom fighters.
Most Silver Crusade Pathfinders are good-aligned.
Gaining Fame: Just as there are countless interpretations of what doing good entails, there are an equal number of variations in how the Shining Crusade asks its agents to spread its message throughout Golarion with each mission. Whether delivering much-needed medicine to victims of a rampant plague, ridding an oppressed village of a tyrannical local villain, or aiding an established organization of like-minded humanitarians like the Cult of the Dawnflower, the Knights of Ozem, or the Mendev Crusaders, agents who take every opportunity during the course of their normal Pathfinder duties to leave the indelible mark of good upon the world are valued, and they tend to move up swiftly among the inner ranks of the Shining Crusade.
Though the Silver Crusade prefers for its resources to go to those most in need of them, it also recognizes the value of rewarding its members for their ongoing sacrifices.
- Consultation (Fame 5, 1 PP): Consult with a demonologist and gain a +10 bonus on one Knowledge (planes) check regarding demons. The character can make this check untrained (as if using a library).
- Beacon of Good (Fame 5, 2 PP): The Shining Crusade gives you a shining wayfinder emblazoned with the emblem of a silver dragon. If you lose your shining wayfinder, you can purchase a new one for an additional 2 PP. Members of the Silver Crusade who are caught selling shining wayfinders for their own profit are exiled, and must switch factions.
- Demon Lore (Fame 5, 5 PP): Gain a permanent +5 bonus on Knowledge (planes) checks relating to demons. This benefit requires 1 week of study in a Mendevian city or good-aligned temple.
- Exorcism (Fame 10, variable PP): Receive an exorcism to expunge demonic influence. The PP is based on the gp cost of the appropriate spell to drive off the possessing demon.
- The Cost of Beneficence (Fame 10, 1 PP): Whenever you give magical healing that you have rightfully paid for to an NPC, the Silver Crusade reimburses you for half the cost of replacing such resources. For example, if you give a lost orphan a potion of cure light wounds you purchased at the start of an adventure, at the session’s conclusion, the Silver Crusade would reimburse you 25 gp to help defer the cost of your generosity. You receive no reimbursement for expended healing paid for with Prestige Points only or found in the course of an adventure (as no gp were expended to purchase it).
- Planar Tongues (Fame 10, 1 PP): Learn Celestial or Abyssal in a magically accelerated training session. This training session takes 1 day, but otherwise functions as if the character had spent a rank on the Linguistics skill.
- Escort (Fame 10, 1 PP): Safely travel to a location in Mendev or a short distance into the Worldwound under escort from 5 low templars. This allows a character to bypass random encounters and proceed directly to the adventure site. The templars do not wait to escort the character back to safety unless the character spends PP for this service (which always includes the +5 cost increase for being outside a civilized area).
- Sacred Tattoo (Fame 15, 3 PP): Gain a sacred tattoo that has three effects. One, it identifies the character as a devout Mendev Crusader, granting the character a +2 bonus on Diplomacy checks with other crusaders. Two, if the character is slain, it protects his body and soul against corruption so that demons or other evil folk cannot use them to fuel dark magic or create demons or undead. Three, it marks a slain character’s location so the crusaders can more easily retrieve his body (the crusaders will retrieve his body without him having to spend the normal 5 PP). Once used for this third purpose, the tattoo fades to a pale shadow of its full glory, losing the second and third benefits; if the character is resurrected, he must pay 3 PP if he wants the tattoo reactivated.
- Readily Raised (Fame 15, 14 PP): Purchase a raise dead spell.
- Demon Hunting (Fame 20, 1+ PP): Scry on an evil outsider using scrying. If the character wants to use greater scrying, the cost is 3 PP.
- Celestial Aid (Fame 20, 3 PP): Gain the temporary service of a lawful good or neutral good outsider of up to 12 HD, as if using planar ally. The character must negotiate and pay for the outsider’s service, though he can spend 3 PP to have the crusaders pay the price for the service. If the character is a poor negotiator, he can pay 1 PP to hire a charismatic advocate to bargain on his behalf.
- Specialist (Fame 20, 3+ PP): Hire a specialist (any NPC whose class level equals half the PC’s level) for 1 week. A typical specialist is a cleric of Iomedae, inquisitor of Iomedae, paladin of Iomedae, or ranger; specialists of other classes cost +1 CPA.
- Inquisition (Fame 25, 2 PP): Call for an inquisition about a specific member of the faction. The inquisition is ruthless but effective, using magical and mundane techniques to determine the target’s innocence or guilt (and finding the true answer at least 60% of the time). Unfortunately, calling an inquisition risks alienating an innocent target and his allies, and the character has a –2 penalty on all subsequent Diplomacy and Intimidate checks to influence them.
- Master Specialist (Fame 30, 10+ PP): Hire a master specialist (any NPC whose class level equals the PC’s level) for 1 week. A typical specialist is a cleric of Iomedae, inquisitor of Iomedae, paladin of Iomedae, or ranger; specialists of other classes cost +2 CPA.
- Silver Crusader (Fame 40, 2 PP): You may use the honorific “silver crusader” before your name, earning you a reputation as a soldier of the forces of good in the world. You gain a +3 bonus on Intimidate checks against evil clerics and antipaladins.
Loyalty to the Decemvirate above all else.
Regardless of a Pathfinder’s nation of origin, all members of the Society consider the Grand Lodge in Absalom a second home. It is in this vast complex of sprawling towers, libraries, and reliquaries that so many Pathfinders receive their training, and within the Grand Lodge’s walls, the masked leaders of the Society secretly guide the organization from their chambers at the peak of Skyreach’s central tower. While many Pathfinders find their loyalty to the Society but one of several alliances to outside political or religious factions, most Pathfinders hold the strongest allegiance to the will of the Ten and the Pathfinder Society itself. Those who do not taint their dedication with distractions from other superiors are the pride of the Grand Lodge, and are rewarded for always putting the orders of the Decemvirate before their own personal wants and desires.
The Grand Lodge Pathfinder: Grand Lodge Pathfinders are the purest members of the Society, and represent the key tenets of the organization above all else. Whether focused whole-heartedly on exploring lost ruins, delving into newly discovered crypts, or negotiating the sale of valuable relics from the grips of those who don’t respect them, loyal Pathfinders have an insatiable sense of curiosity. Their desire to see the Pathfinder Society grow and prosper makes them excellent teammates for larger expeditions, and they often go to excessive lengths to ensure their fellow Pathfinders receive any aid they need. It’s no surprise, then, that the pages of the Pathfinder Chronicles have been filled with the exploits of Grand Lodge Pathfinders since the Society’s founding.
Those with ambitions of someday attaining fame comparable to the great Durvin Gest find this faction a perfect fit. Most Grand Lodge Pathfinders are neutral-aligned.
Gaining Fame: Pathfinders loyal first and foremost to the Grand Lodge and the Decemvirate find themselves well rewarded for carrying out the will of the Ten no matter where it takes them or what the task. Those Pathfinders who put the well-being of the Society above their own and who embody the values of exploration, cooperation, and accountability rise quickly in the ranks of the Grand Lodge. Often, the acquisition of lost knowledge or forgotten treasures directly benefits the discovering Pathfinder; thus, those dedicated to the Decemvirate take their orders as advice on how to maximize their own success.
Prestige Awards: The resources of the Pathfinder Society are vast and varied, and the Decemvirate willingly grants boons to those Pathfinders most dedicated to forwarding their aims and goals.
- Efficient Labor (1 PP): Gain a +5 bonus on any one Profession or Craft check representing 1 week of work. This benefit requires daily access to the library for 1 hour each day during the week the check occurs.
- Wealth of Knowledge (5 PP): Your varied experiences in the field have given you insight into areas of study that would normally be closed to you. Select one Knowledge skill; you may make untrained checks in this skill up to a maximum of DC 20 instead of the normal limit of DC 10. You may gain this benefit multiple times, each time selecting a different Knowledge skill.
- Dilettante Scholar (1 Fame, 1 PP): Gain a permanent +1 bonus on all untrained knowledge checks. This benefit requires completing a month-long class at the academy. The character can only gain this benefit once.
- Borrowed Magic (5 Fame, 1+ PP): Borrow a magic item from the faction’s collection for 1 week. The PP cost is 1 per 1,000 gp of the item’s market price. Increase this cost by 1 PP if the item must travel far from Absalom, by 1 PP if the use doesn’t further the interests of the academy, and by an additional 1 PP if there is a signif icant risk of the item’s loss or destruction. Most of the school’s items are utilitarian (such as a lyre of building) rather than destructive or flashy (such as a horn of blasting). The school does not lend out charged items or items that are destroyed after use.
- Extra Cantrips (5 Fame, 3 PP, arcane spellcaster): Gain one additional 0-level spell known (if a bard, sorcerer, or summoner), 0-level spell prepared (if a witch or wizard), or daily use of a minor magic or major magic talent (if a rogue). This requires the completion of a month-long class at the academy. The character can only gain this benefit once per class.
- Extra Performance (5 Fame, 5 PP, bard): Gain 1 additional round of bardic performance per day. This requires completion of a month-long class at the academy. This benefit can be taken more than once.
- Performance Specialization (10 Fame, 10 PP, bard): Specialize in one type of performance. A bard can only specialize in one type at a time and must spend 10 PP to change specializations (losing the previous specialization’s benefits). Specializing requires 1 week of study and represents an ongoing interest in that type of performance.
- Acting: Increase the bard’s inspire courage bonus against charm and fear effects by +1 when using Perform (act). The bard gains a +1 bonus when using Perform (act) with his versatile performance ability.
- Comedy: Gain a +1 bonus on Perform (comedy) checks made as part of the bard’s countersong ability. The bard gains a +1 bonus when using Perform (comedy) with his versatile performance ability.
- Dance: Gain a +1 bonus on Perform (dance) checks made as part of the bard’s distract ability. The bard gains a +1 bonus when using Perform (dance) with his versatile performance ability.
- Musical Instrument: Choose a type of instrument listed in the Perform skill; increase the bard’s inspire competence bonus by +1 when playing that instrument. The bard gains a +1 bonus when using that instrument with his versatile performance ability.
- Oratory: Affect one additional creature when using Perform (oratory) as part of the bard’s fascinate ability. The bard gains a +1 bonus when using Perform (oratory) with his versatile performance ability.
- Singing: Like specializing in a musical instrument, except the inspire competence and versatile performance bonuses apply when the bard uses Perform (sing).
- Restricted Sections (15 Fame, 2 PP): Access a special section of the library for 1 week and gain a +10 bonus on any Knowledge check. This bonus does not stack with the +4 bonus on one check listed on page 55.
- Unique Magic (15 Fame, 2+ PP): Perform independent spell research to create a new spell. This research takes 1 week, and the cost is 2 PP per spell level of the new spell. This replaces the normal 1,000 gp per week per spell level cost listed on page 219 of the Pathfinder RPG Core Rulebook.
- Aspis Hunter (Fame 20, 2 PP): You gain special training in foiling the efforts of the Society’s largest external enemy, the Aspis Consortium. You gain a +1 bonus on attack rolls and on weapon damage rolls against Aspis agents who wear clearly visible insignia showing their affiliation and rank.
- Lore of Ages (Fame 20, 1 PP): While in Absalom, you may purchase the assistance of a dedicated librarian at the Grand Lodge to assist you in research, granting you a +5 bonus on any single Knowledge check after 1 hour of research on-site. This is a one-time bonus—if you wish to use this award again later, you must purchase it again. You can make this Knowledge check as if you were trained in that skill. This bonus does not stack with the standard +4 bonus on any skill check granted by spending 1 PP that is available to members of any faction.
- Dirge of Misfortune (20 Fame, 10 PP, bard): Learn the dirge of misfortune bardic performance ability. A bard can learn this for 10 PP in place of the standard dirge of doom 8th-level ability, or for 35 PP if he wants to learn it in addition to the dirge of doom. Learning the dirge of misfortune requires 1 week of study at the academy.
- Dirge of Misfortune (Su): A bard of 8th level or higher can use his performance to break the concentration of his enemies, causing them to fail at ordinarily achievable tasks. Once per round as an immediate action, as long as the bard continues performing, he can force an opponent to reroll any d20 roll just made. The opponent must use the result of the reroll, which has a –2 penalty. To be affected, the opponent must be within 30 feet and able to see and hear the bard’s performance. Dirge of misfortune is a mind-affecting ability that relies on audible and visual components.
_Spread the wisdom of Tian Xia within the Inner Sea. _
While the Pathfinder Society makes its home in the Grand Lodge of Absalom, its membership comes from and travels to all corners of the known world. Outside the Inner Sea region, one of the highest concentrations of Pathfinders is on the continent of Tian Xia, and specifically in the metropolitan city of Goka. Most Tian Pathfinders operate independently of their brethren in Absalom, but occasionally agents cross the Crown of the World, make the treacherous naval voyage south around Casmaron, or simply teleport to travel between the two hubs of activity. The Lantern Lodge represents Tian interests in the Inner Sea region, ensuring that Pathfinder Society agents far to the east of the Decemvirate’s direct view are considered in organization-wide affairs.
The Lantern Lodge Pathfinder: The same principles of exploration, reporting, and cooperation that dictate the life of Pathfinders from the Inner Sea region also guide the actions of Lantern Lodge Pathfinders. Most members of Venture-Captain Li’s slowly growing organization either hail from Tian Xia themselves or are native to the Inner Sea region but interested in exploring the east. Those Pathfinders from Goka, Minkai, and the Successor States, among other Tian lands, often possess class archetypes not seen in the Inner Sea region, and as such provide valuable, specialized assistance to expeditions in Avistan and Garund. Though they also participate in missions with non-Lantern Lodge Pathfinders, most members of Amara Li’s lodge enjoy adventuring with one another, as their sense of solidarity and camaraderie is strong.
Most Lantern Lodge Pathfinders are neutral-aligned.
Gaining Fame: While Lantern Lodge Pathfinders participate in normal missions throughout the Inner Sea region—seemingly without ties to Tian Xia at all—Venture-Captain Li frequently finds tasks for them to carry out while engaging in other activities. These include diplomatic missions to allies of her cause throughout the Inner Sea region, retrieval of long-lost Tian artifacts she hopes to see return to Goka for study or display, or the elimination of enemies who hamper the Lantern Lodge’s efforts in one way or another. Lantern Lodge Pathfinders are Pathfinders first and foremost, but Amara Li rewards them significantly for dedication to her and her lodge while they carry out the will of the Ten.
Prestige Awards: Though most of the Lantern Lodge’s resources lie across the Crown of the World in Tian Xia, the organization nevertheless has substantial influence in the Inner Sea region to exert on behalf of those who serve it.
- Familiar Weapons (5 PP): You treat all Eastern simple and martial weapons as the appropriate type (rather than exotic) and gain Exotic Weapon Proficiency as a bonus feat with any one exotic eastern weapon.
- Equal (Fame 5, 1 PP): Gain the honorific “-san” as a suffix to the character’s name. Among the Lantern Lodge, the honorific signifies respect for a fellow warrior. The starting attitude for any member toward him is at worst unfriendly.
- Glaring Basilisk Stance (Fame 5, 2 PP): Learn the Glaring Basilisk stance, which grants a +1 bonus on Fortitude and Reflex saves. Learning this stance requires 1 week of study. A martial artist may only assume one stance at a time. Assuming a stance in combat is a swift action, and unless otherwise noted, its effects persist until the character moves, takes another stance, or is helpless.
- Creative Claw Stance (Fame 10, 3 PP): Learn the Creative Claw stance, which grants a +1 bonus to CMB. Learning this stance requires 2 weeks of study. A martial artist may only assume one stance at a time. Assuming a stance in combat is a swift action, and unless otherwise noted, its effects persist until the character moves, takes another stance, or is helpless.
- Dance of the Fox Stance (Fame 10, 3 PP): Learn the Dance of the Fox. When using the withdraw action, the character treats his second square as not being threatened by opponents he can see (in addition to the square the character starts in). Learning this stance requires 3 weeks of study. A martial artist may only assume one stance at a time. Assuming a stance in combat is a swift action, and unless otherwise noted, its effects persist until the character moves, takes another stance, or is helpless.
- Poison Toad Stance (Fame 10, 3 PP): Learn the Poison Toad stance, which grants a +1 bonus to CMD. Learning this stance requires 2 weeks of study. A martial artist may only assume one stance at a time. Assuming a stance in combat is a swift action, and unless otherwise noted, its effects persist until the character moves, takes another stance, or is helpless.
- *Pupil (Fame 10, 3 PP, Equal): Gain the service of a junior monk (whose class level is equal to half the PC’s level) for 1 week. This monk is an assistant and student for the character and will fight to defend him, but the monk is not willing to fight to the death. If the character spends at least 1 hour per day training this student (combat while adventuring does not count as training) and the student survives the week, the next time the character visits a Lantern Lodge stronghold he regains 1 PP for this service.
- Hands Like Clouds Stance (Fame 10, 5 PP): Learn the Hands Like Clouds stance, which grants a +1 dodge bonus to AC. Learning this stance requires 2 weeks of study. A martial artist may only assume one stance at a time. Assuming a stance in combat is a swift action, and unless otherwise noted, its effects persist until the character moves, takes another stance, or is helpless.
- Brother (Fame 15, 1 PP, Equal): You gain the title of “brother” or “sister,” which you may use before your given name, generating respect from natives of Tian Xia. You become specialized in Diplomacy.
- Perching Raptor Stance (Fame 15, 1 PP): Learn the Perching Raptor stance, which grants a +2 bonus on initiative checks (this stance is only effective if the character is using it before combat starts). Learning this stance requires 1 week of study. A martial artist may only assume one stance at a time. Assuming a stance in combat is a swift action, and unless otherwise noted, its effects persist until the character moves, takes another stance, or is helpless.
- Wing of the Crane Stance (Fame 15, 5 PP): Learn the Wing of the Crane stance, which adds +4 damage on the character’s next single attack. Learning this stance requires 3 weeks of study. A martial artist may only assume one stance at a time. Assuming a stance in combat is a swift action, and unless otherwise noted, its effects persist until the character moves, takes another stance, or is helpless.
- Sensei (Fame 20, 2 PP, Brother Honorific): Gain the honorific “sensei” before the character’s name. The honorific denotes authority and is reserved for those with an accomplished level of mastery. A Lantern Lodge sensei gains a +2 bonus on Bluff, Diplomacy, and Intimidate checks made to influence Lantern Lodge members, monks, ninjas, and those who respect the wisdom and skill of their order.
- The Infinite Step (Fame 20, 1 PP, abundant step ability): Gain the ability to use abundant step to travel to a specific Lantern Lodge stronghold by spending 6 ki points. The monk designates the target location by meditating at that location for 1 hour. He can have only one designated target stronghold at a time.
- Body Mastery (Fame 20, 5 PP, wholeness of body ability): Enhance the character’s wholeness of body ability; the character can spend 3 ki points to heal himself a number of hit points equal to 2 times his monk level.
- Tales of the East (Fame 40, 4 PP): Time spent listening to tales of Tian Xia has given you valuable insight into the distant land, granting you a +2 bonus on Knowledge (geography, history, local, and nobility) checks regarding Tian Xia.
- Diplomat (Fame 40, 4 PP): Your reputation as an agent of Tian interests precedes you, and you gain a +2 bonus on all Diplomacy and Sense Motive checks made against humans of the Tian ethnicity and nonhuman natives of Tian Xia.
- Master (Fame 40, 10 PP, Sensei): Having proven your dedication to the Lantern Lodge, you gain the honorific of “master,” which you may use before your given name. The honorific is a significant expression of respect and enlightenment. You gain a +2 bonus on Initiative checks, gain an additional +2 bonus on Bluff, Diplomacy, and Intimidate checks made to influence Lantern Lodge members, monks, and ninjas (this bonus stacks with the sensei bonus) and a +2 bonus on one Knowledge skill of his choice.
- Craft Ki Crystal (Fame 40, 5 PP, Master): Learn how to craft ki crystals (see the Appendix).
Ensure the Decemvirate doesn’t take advantage of Pathfinder agents.
For decades, a growing segment of the Pathfinder Society’s membership has become disillusioned with the Decemvirate. Whether they hold personal grudges against the masked leaders of the Society for slights they feel were never remedied or watched too many of their friends suffer for the good of a Society that seemed to thank them very little, these rebels’ numbers have surged in recent years, swelling the Shadow Lodge’s membership. In 4710 ar, several fringe cells of the underground resistance movement broke off from the main body of the Shadow Lodge, and began a series of open attacks on the Grand Lodge and those loyal to it. The Decemvirate, recognizing that there was a real problem to be addressed, quelled the rebellion by bringing the Shadow Lodge back into the fold, acquiescing to some of their demands, and sending strike forces to hunt down and eliminate remaining cells of radical Shadow Lodge agents. Many remaining Shadow Lodge agents still feel the Decemvirate has further to go to remedy the injustices carried out in the Society’s name, though they are glad to be in good standing with the Society once again—even if many also believe they were brought back into the Grand Lodge so the Ten could keep a closer eye on them.
The Shadow Lodge Pathfinder: Most Pathfinders claiming membership in the Shadow Lodge have a personal grudge against the Decemvirate. Whether they themselves were victims of the Ten’s apathy regarding their well-being or saw friends or relatives suffer because of the Society’s inaction, tragedy and resentment push most Shadow Lodge members into the organization’s ranks. But while Shadow Lodge Pathfinders may not like the Decemvirate very much, they nevertheless want the Society to prosper, and do what they must to assist their fellow agents, especially when the Ten send them into harm’s way. Most Shadow Lodge Pathfinders are chaotic-aligned.
Gaining Fame: Shadow Lodge missions often involve gathering evidence of slights against the average Pathfinder from high-ranking members like venture-captains and the Ten; assisting former agents in recovering from injuries, curses, or maladies suffered while serving as the Decemvirate’s pawns; or eliminating openly oppositional Pathfinders who claim allegiance to the Shadow Lodge and damage the organization’s reputation. Shadow Lodge operatives who can operate without damaging the tenuous peace with the Decemvirate are quite valued.
Prestige Awards: Because of past open conflicts with the core of the Pathfinder Society, many of the Shadow Lodge’s resources are dedicated to improving the organization’s reputation, as well as assisting its membership when the Decemvirate fails to protect them.
- Arrange Passage (1 PP): Arrange ocean-going transport to or from any port where pirates can land openly, or to an unsettled coastal location within pirates territories.
- Smuggler’s Hold (1 PP): Hide the character or an ally for 1 month on a ship. Because the ship is mobile, attempts to scry on or teleport to the hidden character are very difficult (+5 bonus on the target’s saving throw bonus to resist scrying and location-determining spells; teleport attempts are two familiarity categories worse).
- Pathfinder Cheat Sheet (1+ PP): Obtain a treasure map to a “legendary” buried treasure. The treasure’s value is at least equal to the PP value spent to acquire the map. The source of the map makes no guarantee as to any treasure guardians, slight inaccuracies in the map, or rival treasure seekers with the same map.
- No One Left Behind (3 PP): Agents mount a rescue mission to retrieve your body after a failed mission, allowing you to be restored to life via raise dead. If your body no longer exists because of effects like disintegration or digestion in a monster’s gut, this resource cannot aid you.
- Combat Training (20 PP): Undergo Swords combat training. This training allows a character to retrain one feat (unlearning the feat and replacing it with another), selecting one of the following feats: Acrobatic Steps, Bloodstone Manhunter, Catch-Off Guard, Diehard, Endurance, Fast Crawl, Nimble Moves, Run, Stand Still, Step Up, Weapon Finesse, or Weapon Focus.
- Ready for Retirement (25+ PP): Obtain a small estate in Sandpoint, Riddleport, or Magnimar. The estate covers 1 acre and includes a comfortable house, pleasant furnishings, and a few 1st-level commoners to tend the building and grounds. The character is treated as living an average lifestyle, except her PP investment in this reward covers the gp/month cost (no additional payment is needed). She can purchase additional estates or combine them into a single, larger estate for 5 PP per additional acre. A character who has spent 50 PP or more on this resource is treated as living a wealthy lifestyle (but still no gp/month payment is needed).
- Shadow Mark (1 Fame): Gain a tattoo or brand of the lodge’s symbol, usually on the forearm, signifying allegiance to the group. Anyone kicked out of the Shadow Lodge is forbidden to display the mark and usually has it magically erased or covered with a different image.
- Training Mission (5 Fame, 1 PP): Hire a squad of 10 1st-level warriors for a routine mission such as guarding a caravan or escorting a person from one city to another. The lodge considers these missions low-risk training operations for the newest and youngest recruits, and dragging these mercenaries into deadly conflicts is a sure way to lose prestige with the lodge; most characters using this resource do so just for a show of force, though the warriors do fight if combat occurs.
- Local Inquiry (5 Fame): Consult with a local officer of the Swords, gaining a +2 bonus on a Knowledge (history), Knowledge (local), Knowledge (nobility), or Knowledge (religion) check made regarding that region. The character must wait 24 hours for the officer to report back with the desired information.
- A Little Piracy (10 Fame, 1 PP): Arrange for the Lodge’s pirate allies to intercept a cargo ship at a specific location, seizing the goods and hiding them nearby. Add +1 PP to the cost to spare the lives of the targeted people. If competing individuals are interested in the same shipment, whoever spends the most PP ends up in control of it.
- Specialist (10 Fame, 3 PP): Hire a specialist (any NPC fighter, ranger, or rogue whose level is equal to half of the PC’s) for 1 week.
- Don’t Sully the Name (Fame 20, 4 PP): When faced with renegade Pathfinders claiming to represent Grandmaster Torch and the Shadow Lodge as a whole, you receive a +2 bonus on Sense Motive checks to determine the veracity of their claims. If they are indeed false or rogue Shadow Lodge agents and you identify them as such, you gain a +1 bonus on attack and damage rolls against them.
- Shadow Captain (30 Fame, 1 PP): Gain the title “shadow captain” and a loyal team of one sergeant (5th-level fighter, ranger, or rogue) and five to eight swords (3rd-level fighters, rangers, or rogues); one of the swords may instead be a member of “the Spells” (3rd-level member of any spellcasting class). If the captain owns a ship and plans to go to sea, the Shadow Lodge recruits 10–20 swabbies (2nd-level fighters or rogues) to join her crew. The crew remains with the captain only if she stays on the ship; they remain behind on the ship if she goes elsewhere. A character can only select this benefit once.
Dominance through trade.
The western tip of the vast, continent-spanning Padishah Empire of Kelesh, the Satrapy of Qadira serves as the gateway between the wealth and resources of eastern Casmaron and the eager ports and markets of the Inner Sea. Its singular position as the funnel through which Casmaron’s wealth f lows has painted Qadira’s outlook on the world, and from the richest trade prince of Katheer to the lowliest caravan driver of the vast southern deserts, Qadirans recognize that the way to true power and inf luence is through trade and economic dominance. And no single city or nation is more strategically placed to rule the markets of the entire region than Absalom, which is why the satrap has invested substantial resources and his best agents in ensuring that Qadira gains control over trade in Absalom and—shortly thereafter—the entirety of Avistan and northern Garund.
The Qadiran Pathfinder: Rare is the Pathfinder immune to the lure of wealth, but those agents most motivated by money often ally themselves with Qadira in the effort to control Absalom’s markets. Pathfinders from Qadira often possess a natural knack for trade, but loyalists from across the region also find their talents in espionage, diplomacy, and smuggling to be a perfect fit with the needs of the satrapy. Most Qadira Faction Pathfinders are neutral-aligned.
Gaining Fame: There are countless ways to earn a fortune, and the Qadira faction rewards Pathfinders for any number of them. Common methods of moving up within the organization include negotiating trade agreements, spying on competitors, using travel as an opportunity to scout out new markets or resources, or even smuggling goods in or out of unfriendly ports as part of faction members’ everyday adventuring for the Pathfinder Society. Not all of Qadira’s dealings are legal or necessarily honorable, however, and more than one agent with a strong moral compass has found himself at odds with the faction when asked to support the trading of slaves or subvert local or regional authorities.
Prestige Awards: The material resources and inf luence of the Keleshite Empire are nearly unmatched, and those in power are not averse to rewarding those loyal to them with titles, favors, or lavish monetary gifts.
- Into the Jungle (4 PP): Arrange overland or river passage deep into the Mwangi Expanse, including obtaining a map (of varying quality) of the local terrain, appropriate survival gear for that area, and 4 weeks’ worth of water and rations.
- Validated Appraiser (5 PP): You are an official appraiser for the faction, and can use Appraise checks for your Day Job checks.
- Elixer of Youth (30 PP): Gain one dose of sun orchid elixir, most likely stolen directly from one of Thuvia’s caravans transporting it to the capital for sale.
- Crush the Competition (10 Fame, 1 PP): Intercept a caravan (or other mundane, ground-based transportation) or cargo ship at a specific location, seizing the goods and hiding them nearby. Add 1 PP to the cost to spare the lives of the victims. If multiple agents are interested in the same shipment, whoever spends the most PP ends up in control of it.
- Quick Travel (10 Fame, 3 PP): Teleport three people to Absalom, Eledar (in Sargava), Bloodcove (on the Mwangi coast), any city with the bounds of Quadira or Katapesh (+1 PP per additional person). Arranging this may take 1–2 days, as the NPC caster may not be immediately available. Increase the cost by 3 PP for same-day teleportation.
- Specialist (10 Fame, 3 PP): Hire a specialist (any NPC whose level is equal to half of the PC’s) for 1 week. Most Quadira agents use these specialists as bodyguards, as team leaders on typical missions, or to intimidate people who do not respond to simple threats made by thugs. In many cases, these specialists end up as cohorts or long-term employees of the hiring agent.
- Contraband Magic (10 Fame, 3+ PP): Arrange the disassembly and safe transportation of a magic item to a Quadira-controlled location. Powerful items may cost more PP to disassemble. Attempts to rebuild the item are not always successful (see the Disassemble Magic Item feat), so this process is normally used only for contraband items that must be smuggled to another location.
- Expert Entrepreneur (Fame 10, 5 PP): Through your many connections with the merchants and traders of Katheer, you learn how to better earn money with your own entrepreneurial endeavors. Whenever you make a Day Job check, you may reroll any result of 10 or less. You must take the second result, even if it is lower. This ability may not be combined with any other ability granting a reroll.
- Market Failure (15 Fame, 5 PP): Arrange a local market problem, such as a food shortage or the market being flooded with a particular commodity, affecting a settlement no larger than a large town. Increase the cost by +5 PP to affect a larger settlement.
- Master of Trade (Fame 20, 4 PP): Using faction contacts and mercantile experience, you can always get yourself the best deal when buying goods. Once per game session, you may make any single purchase you could normally make at a 10% discount. This discount is not available on spellcasting services or material components.
- Trade Prince (20 Fame, 20 PP): You gain the honorific title of “trade prince” or “trade princess”. The character selects one location (typically a settlement at least the size of a small city) as his base of operations and gains a +2 bonus on Appraise, Bluff, Diplomacy, Intimidate, Knowledge (local), and Knowledge (nobility) checks regarding that location and its trade interactions (this bonus can stack with the +4 bonus on one check listed on page 55). The character now reports to a Pasha (who may be in the city or in another location). He can give orders to any lower-ranked Quadira agent in his base of operations, even those reporting to other Silvers (though abusing this ability can lower his Fame if it interferes too much with the Consortium’s plans there). He may live a wealthy or extravagant life at half the normal cost. The character may also hire bodyguards at half the normal gp or PP cost. Each time the character purchases this benefit, he gains another location as a base of operations and gains these benefits there.
- Master Specialist (20 Fame, 10 PP, Trade Prince): Hire a master specialist (any NPC whose level is equal to the PC’s) for 1 week. Many Quadiran agents use these master specialists as bodyguards, team leaders on very dangerous missions, assassins targeting particularly troublesome officials, and so on.
- Pasha (Fame 50, 50 PP): You have distinguished yourself as a military leader in Qadira, and have earned the title of “pasha,” which you may add as an honorific before your name. The character selects one large location (such as a country) or up to four smaller locations (as described in the Trade Prince rank entry) as his area of control. He gains a +4 bonus on Appraise, Bluff, Diplomacy, Intimidate, Knowledge (local), and Knowledge (nobility) checks regarding that area and its trade interactions; this bonus stacks with his Trade Prince bonus on these skills (if any) for a location and can stack with the +4 bonus on one check listed on page 55). Alternatively, if the agent is already a Trade Prince and has four or more bases of operations, he can spend 10 PP points to upgrade his rank to Pasha rather than purchasing that rank all at once.