This faction seeks to be more than just adventurers doing the bidding of the Decemvirate and the venture-captains. While other factions may use the Society for personal gain, the Silver Crusade attempts to transform the Society into an organization that aids the weak, destroys evil, and makes the world a better place. (These are the holy rollers: their main goal is to turn the Society from adventuring archaeologists into noble fighters of undead and demons. They’re all paladin-like in some way and do good for the sake of doing good, though they’re seen as rigid and proselytizing as you’d expect.)
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).
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.
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.
A Sure Thing: Once per day, you gain a +2 bonus on a single attack roll against an evil-aligned creature. If the creature is not evil-aligned, this ability is wasted with no benefit.
Beneficent Touch: Once per day, when you cast a spell or use a class ability that heals hit point damage, reroll any 1s that appear on the dice and take the new roll (even if it is another 1).
Comparative Religion: Your allies within the Silver Crusade have taught you a lot about Golarion’s deities and their followers. You gain a +1 trait bonus on Knowledge (religion) checks, and Knowledge (religion) becomes a class skill for you.
Force for Good: Your good-aligned spells are especially powerful, and they function at +1 caster level. This trait makes your aura more powerful (one step higher), as outlined in the detect evil spell.
Unorthodox Strategy: You are particularly quick on your feet, and gain a +2 trait bonus on Acrobatics checks made to move through an enemy’s threatened squares.