Non-Faction Prestige Rewards

Non-Faction Prestige Rewards

The following prestige rewards either come from the city of Absalom or the Pathfinder Society as a whole, and are available to everyone.

Wayfinder Enhancements

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 with classes such as clerics and paladins.

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.

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.

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.

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.

Musical: (4 PP) The crafter of this wayfinder constructed it with the ability to play back a sentimental, enchanting melody when it is opened and the compass needle is pressed. This wayfinder functions as normal, except the user can cast lullaby at will in place of light.

Discerning: (5 PP) This wayfinder functions as normal, except the user can cast detect magic at will in place of light.

Telekinetic: (4 PP): This wayfinder functions as normal, except the user can cast mage hand at will in place of light.

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. This effectively makes the wayfinder into a walkie-talkie of sorts, certainly a boon to any adventuring party.

Igniting: (3 PP) This wayfinder functions as normal, except the user can cast spark at will in place of light. This effectively turns the wayfinder into a lighter.

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, or may only be purchased on the black market within the Society itself… and even then only by exchanging favors, never for gold.

Inherited: (3 PP) A mentor or older relative who was a Pathf inder passed this wayfinder down to you, and it keeps a minor enchantment from its previous owner. When purchasing a wayfinder enhancement that would normally replace the wayfinder’s ability to cast light with the ability to cast a different spell, the wayfinder still retains the ability to cast light as well.


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.

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.

Monastery: (5 PP) Your accomplishments have earned you an invitation from a prestigious school of meditation, athletics, or combat arts. Regularly training with the monastery’s instructors builds endurance and patience, granting you the discipline to train faster and more efficiently. When using the retraining rules presented in Pathfinder RPG Ultimate Campaign to retrain any character ability that would take 5 or more days to complete, you reduce the number of days needed per retraining action by 1.

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 these 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; conversion to a faith later negates the benefits the vanity provides.

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.

Grand Lodge Instructor: (5 PP) You spend at least a few hours each week teaching novice Pathf inders, and along with a small stipend you receive the adoration of your students. If you use ranks in Profession (teacher) or a similar Profession skill to calculate your bonus on Day Job rolls, you receive a +1 circumstance bonus on such checks. Additionally, your reputation reduces the cost of the Chronicler, Porter, Scholar, and Squire follower vanities by 1 PP.

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 Absalom 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 Absalom, you may gain the benefit of 8 hours rest in only 6 hours when they are spent at this private club.

Information Brokerage: (6 PP) You’re connected to a network of spies and informants who keep you abreast of the goings-on in the world. This network has allowed you to capitalize on sharing or refusing to share specific information as the situation and your clients dictate. Your experience building your cache of valuable information grants you a +2 circumstance bonus on Diplomacy skill checks made to gather information. You can use Knowledge (local) to attempt Day Job rolls.

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.

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.

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.


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.

Lookout: (4 PP) A Pathf inder is at her most vulnerable when asleep, and having a designated guard allows everyone to rest safely. While you rest, a lookout keeps watch. A lookout’s bonus on Perception checks is equal to your character level. The lookout immediately wakes you up (as if he had spent a standard action to do so) upon spotting danger.

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.

Scholar (4 PP): There is more to learn about Golarion than most Pathfinders can conceivably remember, and a scholar who specializes in one particular subject can aid you in this task. The scholar grants you a +2 bonus on checks with one type of Knowledge skill that you choose when you purchase this vanity, as if he had used the aid another action. Alternatively, the scholar can attempt that Knowledge skill check for you, using a +5 bonus.

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 documenttheir 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.

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.

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.

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 and available to members of all factions.

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.

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, either in Absalom or elsewhere. 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.


Farmstead: (5 PP) You own a fully functional farm located just outside a larger city, such as Absalom, Egorian, Almas, or Oppara. 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.

Wizard’s Tower: (8 PP) You have your own wizard’s tower, alchemical laboratory, or other secluded workshop where you can research new spells and formulae. When scribing a spell or formula into a spellbook or formula book from a scroll or another character, you can reduce the cost of materials involved by 10%. This price reduction doesn’t affect the cost of gaining access to the spell or formula to be copied.

Absalom Townhouse: (15 PP) Finding that you enjoy life in the big city, you have made a home for yourself near the Grand Lodge in the City at the Center of the World. 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.

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.

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.

Pathfinder Lodge: (50 PP) The Decemvirate gave you the go-ahead to found your own lodge outside of Absalom. While in the same nation as your lodge, you may requisition one or more lower-ranked Pathfinders to assist you for a short time. At the beginning of an adventure, you gain 10 temporary Prestige Points you can spend only on purchasing follower vanities. At the end of the adventure, the followers return to their normal duties, and any unspent temporary Prestige Points are lost. If your character holds the title of venture-captain, this vanity costs only 25 PP.

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.

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.


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.

Tattoo Parlor: (5 PP) You’re in the business of helping your clientele permanently modify their bodies with piercings, scarwork, and tattoos. If you use ranks in Craft (tattoo) to calculate your bonus on Day Job rolls, your business grants you a +1 circumstance bonus on the attempt. Additionally, you receive a 10% discount on any magical tattoo you purchase.

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).

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 gold piece.

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.

Underground Business: (5 PP) You specialize in trading illicit or contraband items, run an illegal fighting ring, or operate a gambling hall or brothel that might be legal but carries a significant moral stigma in your community. You receive a +1 circumstance bonus on Day Job checks, though if you ever roll a natural 1 on such a check, you receive no income from the attempt regardless of your normal bonuses; a natural 1 rolled in such a circumstance can’t be rerolled.

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.

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.

Property Broker: (5 PP) You’re adept at facilitating the purchasing, selling, and trading of property. When another player character at your table purchases a business or property vanity, the price is reduced by 1 PP (minimum 1 PP). You, in turn, receive a +4 bonus on Day Job rolls made during the same adventure. You can provide a reduced vanity cost to more than one player at a given time, but the bonus on your Day Job roll doesn’t stack.

Non-Faction Prestige Rewards

Pathfinder Games Compass_Rose