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Ascendancy Reputation and Fame

Ascendancy is using the reputation and fame rules, with new additions. Those additions are in italics. Not all of these rules are on this page, please refer to the Pathfinder PRD(external link) for the entirety of the rules.

Sphere of Influence

The following map is a current representation of the sphere of influence for each PC in Ascendancy:
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Updated as of Session 10

Awards

Those present here are the awards your fame can be spent on. Some of these awards affect other systems of play, including the Downtime, contacts and faction rules.

Spending Prestige Points (PP) earns you awards—temporary bonuses or favors. Each time you want to use an award, you must spend the Prestige Points for that award. Unless otherwise stated, bonuses from spending Prestige Points do not stack (for example, you can’t combine the Hero’s Luck award with the Lore of Ages award to gain a +9 bonus on a Knowledge check). Spending Prestige Points on a reward is not an action. You may only spend Prestige Points within your Sphere of Influence.

Titles are a special category of award that is permanent instead of temporary. Unless a title’s description says otherwise, you can only select a particular title once.

The following are examples of awards and titles for various thresholds of Fame. You must have at least the listed Fame to select a reward from that category. For example, you must have a Fame of at least 10 to select the Wanderer title, even if you have the 5 Prestige Points to spend on it.

If you are member of a faction, you can convert in 2 prestige points (PP) for 1 total prestige award/current prestige award (TPA and CPA) if you are in your sphere of influence, and you may only convert a total of 10 PP (for a total of 5 TPA/CPA) per character level. You can’t have more CPA than your total prestige award (TPA). Once converted, the PP spent are gone and cannot be converted back. CPA cannot be converted into PP. The usage of PP in this fashion represents you leverging your fame and abilities accomplished outside the normal notice of your faction and convincing its members that it is worthy of recognition.

Fame 1

This is the starting Fame for a new 1st-level adventurer.

Hero’s Luck (1 PP): You gain a +4 luck bonus on a single skill check. You must use this award before you attempt the check in question. This cannot be used to aid in any Mythic rolls or abilities.

Palm Greaser (Title, 4 PP): In any settlement of at least 5,000 inhabitants, you may locate a corrupt official. If you’re imprisoned or fined for crimes committed in the settlement’s jurisdiction, you may take advantage of this contact. You pay no fines and escape sentencing if you can make a Diplomacy check (DC 15 for petty crimes, 20 for serious crimes, or 25 for capital crimes). You can use this ability once per game session. You may select this title once for each settlement in your Sphere of Influence; each time you select it, choose one settlement where you may use the award.

Planar Pact (5 PP): You gain the services of an imp, mephit, quasit, or similar extraplanar creature from the Improved Familiar list on page 127 of the Core Rulebook. You can choose a creature with an alignment up to 1 step away from yours on each alignment axis. The creature acts as your willing servant for a number of encounters equal to your Intelligence, Wisdom, or Charisma bonus (whichever is highest), but remains for no more than 24 hours. The creature is a called outsider and automatically returns to its home plane at the end of this service.

Mounts (1 PP): You can loan a mount for 1 week. If the mount is killed, you loose an additional 1 PP.

Inside Information (1 PP):'' You have NPC commoners assist you with gathering information in a settlement. Gather Information checks take 1d2 hours less than normal.

Free Drinks (1 PP):'' Your starting reputation can get you and 6 others a free round of drinks at the local tavern, and give you a +2 bonus to diplomacy checks to gather information. This can be used with the ‘Inside Information’ award.


Fame 10

This is the typical Fame of a character who has completed a couple of adventures.

Arcane Study I (1 or 2 PP): With the help of a wizard or magical ritual, you gain the ability to prepare and cast a few weak arcane spells. If you spend 1 PP, you can prepare 4 wizard cantrips or one 1st-level wizard spell. If you spend 2 PP, you can prepare 4 wizard cantrips and one 1st-level wizard spell. You cast these spells as a wizard, and must have the minimum Intelligence to prepare these spells. You can’t select this award if you’re a wizard. After 24 hours, you take 1d3 points of Intelligence damage and lose any prepared spells you didn’t cast.

Character Witness (5 PP): If you happen to find yourself in trouble with authorities as a result of false accusations, an influential benefactor steps forth to vouch for your honor, absolving you of any wrongdoing. You can use this award without penalty up to three times, after which the available benefactors begin to question your reputation; any further uses cost you an additional 1d4 Prestige Points.

Lore of Ages (1 PP): You may secure the assistance of a dedicated sage, librarian, or other knowledgeable individual, granting you a +5 bonus on any single Knowledge check after 1 hour of research. You make this Knowledge check as if you were trained in that skill.

Wanderer (Title, 1 PP): The long time you’ve spent on the road with fellow travelers has enhanced your knack for picking up local customs. Knowledge (local) becomes a class skill for you as long as you have this title.

Situational Awareness (2 PP): You spend time training with an individual known for their awareness in battle. You gain Alertness as a bonus feat after one week of training.

Divine Connection I (2 PP): Through a divine ritual or cleric, you are imbued with the ability to heal to a limited degree. You gain the ability to cast cure light wounds once per day. You cast this spells as a cleric, and must have the minimum wisdom to prepare this spell. You can’t select this award if you can cast healing spells. After 24 hours, you take 1d3 points of Wisdom damage and lose any prepared spells you didn’t cast.

Shadow Friend (Title, 2 PP): You are known as a trickster or other person who operates in the shadows. You gain a +2 circumstance bonus on bluff and sleight of hand checks as long as you hold this title.

Spreading the Word (2 PP): You convince a charismatic individual to assist you by spreading words of your deeds and accomplishments. This individual can either assist in increasing your check modifier by +5 to expand your sphere of influence (as “Allies or minions spread tales of your deeds before you arrive”), or gain 5 points of influence for use in the downtime system.

Passing Favor (1 PP): Your fame can convince ordinary people to do you small favors. You gain one contact (trust level: wary, risk level: none). You do not need to make a negotiation check to determine the contact’s willigness to help you. You may call upon only one Passing Favor at a time, and the contact serves no more than 1 day.

Fame 20

This is the typical Fame of an adventurer who has completed several adventures and whom the public is starting to take notice of.

Arcane Study II (3 PP): This award works like arcane study I, except you can prepare one 2nd-level wizard spell, and the Intelligence damage is 1d4 instead of 1d3. You can use this award and arcane study I at the same time. You can’t select this award if you’re a wizard.

Favored Territory (Title, 5 PP): Choose a 100-square-mile region within your Sphere of Influence. This is now your favored territory, and you gain a +2 bonus on Diplomacy checks within that territory. When your Fame reaches 30, you can select this title a second time, gaining a second favored territory and increasing the bonus in your first favored territory to +4. When your Fame reaches 55, you can select this title a third time, gaining a third favored territory and increasing the bonus in your first favored territory to +6 and in your second to +4.

Fence Friend (Title, 4 PP): Once per game session when selling any item, you may do so through an NPC fence, increasing the sale price of the item by 10%. This has no effect on items normally sold at full value (such as gems and trade goods).

Initiate (Title, 1 PP): A powerful organization accepts you into its ranks. This could be a knighthood, a sagacious cabal of mages, or an order of monks. One skill appropriate to that organization becomes a class skill for you. You may select this title multiple times; each time you select it, you choose an appropriate organization to join and another skill that becomes a class skill. The GM determines whether an organization is available and what skills are appropriate choices for it.

Intense Student (Title, 2 PP): You gain a +2 competence bonus on checks with one skill as long as you have this title. You can take this title again once your Fame reaches 30, 40, and 55, selecting a different skill each time.

Master of Trade (Title, 4 PP): Using influential contacts and mercantile experience, you can find a good deal. Once per game session, you gain a 10% discount when purchasing an item. This award cannot be used for spellcasting services, costly material components, items normally sold at full value (such as trade goods or gems), or magic item crafting.

Sacrifice (0 PP): Make a significant sacrifice to gain 1d3 Prestige Points. If you are a heroic character, you must spend 375 gp × your character level to use this award, representing a great feast in your name, charitable giving, or other expenses that improve your reputation. If you are a villainous character, you must kill or sacrifice allies and minions whose total Hit Dice equal your character level, representing callous evil toward your friends and underlings. You can use this award once per month.

Sage (Title, 5 PP): Select one Knowledge skill. You can make untrained checks with this skill up to a maximum of DC 20 instead of the normal limit of DC 10. You may select this title multiple times, each time selecting a different Knowledge skill.

Temporary Cohort (1 PP): Gain a cohort as if you had the Leadership feat. This character remains in your service for 24 hours.

Vindicator (Title, 2 PP): Pick one rival organization as your hated enemy. You gain a +1 bonus on attack and damage rolls against members of that organization. This is a favored enemy bonus.

Of the Mind (Title, 4 PP): If you are a wizard or magus, automatically learn three spells rather than two when gaining a new level.

Divine Connection II (3 PP): Through a divine ritual or cleric, you are imbued with the ability to heal to a limited degree. You gain the ability to cast cure moderate wounds once per day. You cast this spell as a cleric, and must have the minimum wisdom to prepare these this spell. You can’t select this award if you can cast healing spells. After 24 hours, you take 1d4 points of Wisdom damage and lose any prepared spells you didn’t cast. You can use this award and divine study I at the same time.

Questionable Business (Title, 3 PP, must own an organization & building using the downtime system that meets certain criteria): 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 possible moral stigma in your community. You receive a +2 bonus on checks to generate capital with your illicit business. However, if you ever roll a natural 1 on such a check, you receive no income from the attempt, regardless of your normal bonuses on the check and you loose 1 influence. A natural 1 rolled in such a circumstance can’t be rerolled.

Artisan’s Perfection (Title, 3 PP, must have at least 8 ranks in a craft skill): Your craft is your passion and you’re fame has made others come to view and buy the fruits of your labor. You gain a +2 bonus on all craft checks. Additionally, you sell any nonmagical creations made using your craft skill at a 5% profit.

Minor Favor (2 PP): Your fame can convince people to do you favors. You gain one contact (trust level: skeptical, risk level: minor). You do not need to make a negotiation check to determine the contact’s willigness to help you. You may call upon only one Minor Favor at a time, and the contact serves no more than 2 days.

Fame 30

This is the Fame of a successful adventurer whose exploits have made her a local hero.

Arcane Study III (3 PP): This award works like arcane study II, except you can prepare one 3rd-level wizard spell, and the Intelligence damage is 1d6 instead of 1d4. You can use this award, arcane study I, and arcane study II at the same time. You can’t select this award if you’re a wizard.

Blood-Bound (Title, PP 2): Undergo a bloody ritual with an ally whose Fame is at least 30. Once per week when in the company of that ally, you may lend him up to 5 Prestige Points, which he can spend as he pleases. If he does not spend them within 24 hours, they return to you.

Escape Death (5 PP): If you are reduced to 0 hit points or fewer but are not dead, you automatically stabilize; on your next turn, you are healed 2d8+3 hit points. You can select this award only once in your character’s life. This does not stack with the “return from the dead” option with the hero points system.

Officer (Title, PP 5): You can select this title only if you have selected the initiate title. Your rank within your chosen organization increases. You gain an appellation appropriate to the organization and a +4 bonus on Bluff, Diplomacy, Intimidate, and Sense Motive checks made to interact with anyone within the organization. If you belong to multiple organizations, you may select this title multiple times.

Warden (Title, 5 PP): Within your Sphere of Influence, you hold enough respect that you can arrest, detain, and confiscate possessions from any common citizen you suspect has committed or is committing a crime. This right does not apply when dealing with nobles, aristocrats, political figures, or those who have ranks or titles similar to or greater than your own. The GM determines if and when this title is appropriate for a particular settlement within your sphere of influence.

Worldly Fame (2 PP): Word of your deeds has spread far and wide, even outside of your Sphere of Influence. For the next 24 hours, you may use your Fame as if you were within your Sphere of Influence without needing to make the appropriate check, though your Fame is effectively halved outside your Sphere of Influence. You may select this award even when outside your Sphere of Influence.

Priority Member (Title, 2 PP): You must first have the officer title to use this award and belong to a faction that can grant spellcasting services. You may purchase spellcasting from that faction at 1 CPA point less than normal (minimum 1). See each individual factions for details.

Divine Connection III (3 PP): Through a divine ritual or cleric, you are imbued with the ability to heal to a limited degree. You gain the ability to cast cure serious wounds once per day. You cast this spell as a cleric, and must have the minimum wisdom to prepare these this spell. You can’t select this award if you can cast healing spells. After 24 hours, you take 1d6 points of Wisdom damage and lose any prepared spells you didn’t cast. can use this award and divine study I at the same time.

Savvy Broker (Title, 5 PP, must own an organization & building using the downtime system): You’re adept at facilitating the purchasing, selling and trading of property within a settlement that you currently own a business in. When another player character purchases a building, the price spent in goods, influence or magic is reduced by 10% (rounded down, minimum 1) and construction time takes 25% less. You, in turn, receive a +4 bonus on rolls made at your business to generate capital during the other character’s building construction.

Famous Barkeep (Title, 6 PP, must own a team or organization & building that generates revenue as a tavern or inn): You provide alcohol, food, entertainment and even lodging to patrons with your tavern or inn. Thanks to your hard earned reputation, you receive a +2 bonus on checks to generate capital with your tavern or inn. Additionally, when present in the same settlement as your tavern or inn, you receive a +2 bonus on Knowledge (local) checks and diplomacy checks made to gather information. This stacks with other bonuses of a similar type.

Reputation’s Leverage (5 PP): You use your reputation and fame to acquire additional capital. You gain 20 points of goods, or 15 points of labor, 10 points of influence or 5 points of magic. This award can only be used once per month.

Famous Leader (Title, 2 PP): Your success has attracted more loyal followers. You must have the leadership feat to select this title. You gain a +1 bonus to your leadership score and may spend an additional 1 PP to attract an additional 1st level follower, 2 PP to attract an additional 2nd level follower, etc, provided your leadership score allows followers of a higher level.

Manpower (2 PP): Thanks to your rising fame, you can organize the assistance of local citizens to assist in the construction of a room or building using the downtime rules. This assistance takes one day to gather. Spending this prestige point cost divides the time price for a building or room by 2 without increasing its labor price. This award can be used once per month.

Letter of Recommendation (2 PP): Thanks to your rising reputation, you receive a letter of recommendation from a local authority figure, wealthy patron, council member or other important person that is addressed to an individual or organization you wish to conduct diplomacy with. You may re-roll the first diplomacy check made to influence the designated individual or organization.

Call the Guards (1 PP): You can select this award only if you have selected the Warden title. Given sufficient time (determined by the GM), you can call upon the local constabulary (2d4 2nd-level warriors) to aid you in arresting or detaining a creature detailed in the Warden entry.

Moderate Favor (3 PP): Your fame and reputation at this level can convince people to take greater risks for you. You gain one contact (trust level: reliable, risk level: moderate). You do not need to make a negotiation check to determine the contact’s willigness to help you. You may call upon only one Moderate Favor at a time, and the contact serves no more than 3 days.

Fame 40

This is the Fame of an adventurer who has achieved celebrity status.

Commander (Title, 4 PP): You can select this title only if you have selected the officer title. Your rank within your chosen organization increases to a position of command. You can call upon low-ranking members of your organization to perform mundane personal tasks at your behest, including running messages, announcing your arrival, and making sure preparations are made to accommodate your needs. In addition, you gain a +4 bonus on Intimidate checks made to influence any members of your organization’s greatest rival group (such as a competing guild or citizens of a hostile country). If you belong to multiple organizations, you may select this title multiple times.

Patriot (Title, 4 PP): Your reputation as an agent of your homeland’s interests precedes you. When traveling outside your Sphere of Influence, you gain a +2 bonus on all Diplomacy and Sense Motive checks against citizens or natives of your homeland.

Privileged Meeting (2 PP): You use your reputation to gain a private audience with a powerful individual such as a queen, general, high priest, or guildmaster. You gain a +2 circumstance on Diplomacy checks for the duration of that audience.

Respected Credit (6 PP): You can borrow up to 10,000gp from a wealthy or influential individual whom you currently have a positive relationship with, but this debt must be repaid within one year. You loose 10 fame and 10 prestige points if you do not.

Massive Manpower (3 PP): Thanks to your celebrity, you can easily organize the assistance of local citizens to assist in the construction of a room or building using the downtime rules. This assistance takes one day to gather. Spending this prestige point cost divides the time price for a building or room by 3 without increasing its labor price. This award can be used once per month.

Considerable Favor (4 PP): Your celebrity status easily convinces even the most powerful people to put much on the line for you. You gain one contact (trust level: trustworthy, risk level: considerable). You do not need to make a negotiation check to determine the contact’s willigness to help you. You may call upon only one Considerable Favor at a time, and the contact serves no more than 4 days.

Merchant Prince/Princess (Title, 8 PP, must own a business using the downtime system): You have developed numerous contacts thanks to your business operations. When you generate goods or gp with your business, you gain half again as much as your roll indicates. Additionally, once per month, you can buy any single item at 75% of the offered price. This award cannot be combined with any other effect that reduces an items cost.

Entourage (2 PP): Your celebrity status has attracted a loyal group of people that wish to bask in your glory or assist you in thanks for some great deed. You gain a single team of Lackeys from the downtime system.

Fame 55+

At this Fame level and higher, the character is idolized and easily recognized for his or her achievements.

High Commander (Title, 4 PP): You can select this title only if you have selected the commander title. You become a senior member of your chosen organization. While serving the interests of that organization, you can call upon low-ranking soldiers to fight on your behalf. The soldiers are not magically summoned; you must speak to them as a group or send an officer to gather them for you (which may take anywhere from 1d4 rounds to 1d10 minutes). The number of soldiers at your command is equal to your Fame, plus one 3rd-level officer for every 20 soldiers and one 5th-level leader for every four officers. These soldiers are usually 1st-level fighters, but depending on the organization they may have some other appropriate class. These minions serve you for 1 day, but will not betray the interests of the organization or recklessly throw away their lives for you. If you belong to multiple organizations, you may select this title multiple times.

The Great (Title, 10 PP): You immediately increase your Sphere of Influence by 100 miles.

Incredible Manpower (4 PP): As a legendary figure, you can instantly organize the assistance of local citizens to assist in the construction of a room or building using the downtime rules. This assistance takes only one hour to gather. Spending this prestige point cost divides the time price for a building or room by 4 without increasing its labor price. This award can be used once per month.

Great Favor (5 PP): Your legendary reputation ensures that when you need help, you get it. You gain one contact (trust level: confidant, risk level: great). You do not need to make a negotiation check to determine the contact’s willigness to help you. You may call upon only one Considerable Favor at a time, and the contact serves no more than 5 days.

Pathfinder Hagiographer (8 PP): You have become so famous and awe-inspiring that you’ve attracted the attention of the Pathfinder Society. A 5th level bard/1st level Pathfinder Chronicler shadows your every move with quill in hand, recording your deeds and strumming a lute, rhyming about your life when not engaged in that primary task.

Monument (10 PP): Your reputation has become the stuff of local or nation-wide legend. A statue, obelisk, dolmen or garden is erected in your honor. You gain a monument within a settlement within your sphere of influence at no cost to you. You also gain a +2 circumstance bonus on Diplomacy and Intimidate checks when dealing with people who have seen your monument. If you have the leadership feat, you gain a +2 bonus to your leadership score.

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