The following house rules are derived from Pathfinder Roleplaying Game: Ultimate Campaign and Ultimate Charisma.
Reputation
Reputation represents how well known you are to the general public, whether positively or negatively. This perception precedes you, speaking on your behalf when you are absent and determining how you can expect to be treated by those who have heard of you. Reputation means different things to different types of characters, reflected in the social and cultural values of different regions. A character who embodies the qualities of a hero in one region may be perceived as villainous or disreputable in another. An icon widely revered and respected in her homeland may slip from fame into obscurity upon traveling to a neighboring kingdom.
Fame and Infamy
Your Fame and Infamy measure how well-known you are, with Fame representing a positive recognition, while Infamy is tied with negative feelings to your name. It is possible to have both your Fame and Infamy to be high at the same time as how your actions are regarded depends on the perspective of the onlooker and what they value. You may be simultaneously famous for crafting a great work of art, but also infamous for having publicly murdered your rivals. The difference between the two represents your overall reputation to the general public.
Both Fame and Infamy are separate scores starting at 0, which represents a complete lack of notoriety; there is no limit as to how high these scores can reach. Your starting Fame is equal to your character level + your Charisma modifier. Your Infamy starts at 0. Throughout your life, your words and deeds can increase either or both measurements. Famy and Infamy are modified by different types of events, but there are some general events that modify both.
Over time, your Fame and Infamy decay, usually at a rate of 1 per year; as time moves on, people forget about you or are no longer wowed by your past exploits. However, there are some events that can repeated to remain relevant in the public's interest. Although most events will either raise Fame or Infamy, some can harm your reputation, reducing your notoriety as a whole. Your Fame can never go below your character level + your Charisma modifier, and your Infamy can never go below 0.
Table: General Events
Event | Reputation Adjustment |
---|---|
Gain a PC level | +1 |
Gain a mythic tier | +1 |
Hold the Ruler leadership role of a nation | +3 |
Hold the Consort or Heir leadership role of a nation | +2 |
Hold any other leadership role of a nation | +1 |
Be publicly defeated in a combat encounter with a CR equal or lower than your APL | -3 |
Be defeated while commanding an army by an enemy army with an ACR equal or lower than your army's ACR | -3 |
Be defeated while leading a unit by an enemy unit with a UCR equal or lower than your unit's UCR | -3 |
Publicly flee a combat encounter with a CR lower than your APL | -5 |
Table: Fame Events
Event | Fame Adjustment |
---|---|
Succeed at an Artistry check to create a work of art of legendary quality1 | +2 |
Succeed at a Craft check to create an item of legendary quality1 | +2 |
Craft a powerful magical item | +1 per 40,000 gol value |
Defeat an opponent with a higher CR than you in single combat who is not an ally of that sphere of influence1 | +1 per CR that exceeds your level |
Command an army to victorious battle against an enemy army with a ACR equal to your army's ACR+3 | +1 |
Lead a unit to defeat an enemy unit with a UCR equal to your unit's UCR+3 | +1 |
Donate money or items to that sphere of influence | +1/10,000 gol |
Publicly win a combat encounter with a CR of your APL+3 or more that is not allied with that sphere of influence1 | +1 |
Succeed at an Artistry check to create a work of art of master quality1 | +1 |
Succeed at a Craft check to create an item of master quality1 | +1 |
Succeed at a DC 30 Diplomacy check in front of a public crowd1 | +1 |
Succeed at a DC 30 Performance check in front of a public crowd1 | +1 |
Receive a medal or similar honor from a public figure from that sphere of influence | +1 |
1You may increase your Fame in this way no more than once per month. |
Table: Infamy Events
Event | Infame Adjustment |
---|---|
Be publicly known for committing an act of treason against that sphere of influence1 | +10 |
Be publicly known for killing a member of that sphere of influence1 | +8 |
Be publicly known for committing a serious violent crime against that sphere of influence1 | +5 |
Be publicly known for committing a serious nonviolent crime against that sphere of influence1 | +2 |
Be publicly known for committing a petty crime against that sphere of influence1 | +1 |
Command a victorious army to massacre an enemy army after battle | +1 per unit massacred plus +1 per 1,000 soldiers massacred |
Succeed at a DC 30 Intimidate check in front of a public crowd1 | +1 |
1You may increase your Fame in this way no more than once per month. |
Spheres of Influence
Your Fame and Infamy scores vary depending on the sphere of influence you are interacting with. Some spheres overlap with each, allowing the Fame and Infamy modifiers associated with those spheres to stack. A sphere of influence can encompass either a specific area or a specific group of people. An area can usually be a settlement, a nation, or a region, but can go even larger such as a planet or an entire plane of existence. A group of people can be like a guild or a family. Different spheres of influence may regard their own set of actions that modify Fame and Infamy, or may value them differently than other spheres.
For example, the settlements of Rochefort and Mariporta are within the nation of Lurindor. Because of your actions, you have gained +2 Fame with Rochefort, and +4 Fame with Lurindor. As a result, when interacting within or with people of Rochefort, you enjoy a Fame score of 6. However, if you interact within or with people of Mariporta, your Fame score is 4 as the people of Mariporta do not care about the event that garnered you fame in Rochefort.
You can temporarily add a settlement or organization to one of your Spheres of Influence by making a successful DC 30 Charisma, Diplomacy, or Intimidate check in the settlement or the leader of the organization in question. If you succeed, the settlement or organization is considered to be part of the selected Sphere of Influence for 1d4 days, allowing you to apply Titles or purchase prestige awards for that settlement or organization, though your Reputation is effectively reduced by half for that settlement or organization. After this time, the settlement or organization reverts to being outside of your Sphere of Influence. Specific circumstances modify your Charisma, Diplomacy, and Intimidate checks made to temporarily add a settlement or organization to one of your Spheres of Influence, as noted on Table: Sphere of Influence Modifiers.
Table: Sphere of Influence Modifiers
Circumstance | Check Modifier |
---|---|
Allies or minions spread tales of your deeds before you arrive. | +5 |
A minstrel spreads tales or songs of your deeds before you arrive. | +1/2 bard level |
The settlement has the rumormongering citizens settlement quality. | +2 |
You have enemies in the settlement or organization. | +1 |
You have NPC contacts in the settlement or organization. | +1 |
You own one or more structures in the settlement. | +1 per structure |
Distance from the closest hex that contains a settlement or organization that is part your selected Sphere of Influence. | –1 per hex |
Primary language spoken within the settlement or organization is different from yours. | –5 |
The settlement has the insular settlement quality. | –2 |
The settlement has the racially intolerant settlement quality towards your race. | –5 |
Prestige Points
Every time either your Fame or Infamy increases for a sphere of influence, you gain Prestige Points (PP) that can be used with that sphere of influence. You can spend PP to earn special rewards, cashing in on your reputation for your own gain. When your total PP exceeds the combined total of your Fame and Infamy, you lose 1d4 PP per month as your prestige decays, until your total PP reaches parity with the combined total of your Fame and Infamy. Some types of rewards depend on either your Fame or your Infamy, and there are some that can be earned regardless of the kind of your reputation. For every new sphere of influence, you begin with a number of PP equal to your starting Fame.
Spending Prestige Points 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 spheres of influence.
Titles are a special category of award that is permanent instead of temporary. However, when selecting a title, you must select a sphere of influence to associate it with, and the effects of that title only work in that particular sphere of influence. Unless a title’s description says otherwise, you can only select a particular title once per sphere of influence. If you have the same title in two spheres of influence that overlap, the title's effects do not stack with each other. If your Reputation falls below the title's threshold, you lose the title's effects; however, you regain its effects without cost as soon as your Reputation once again rises to or above its Reputation theshold. You can normally have only one title active for each sphere of influence. Ranks of organizations and factions usually require you to pay PP to the organization, and are considered to be a form of title.
Some titles cost an high number of prestige points, an amount that you may not be able to acquire due to decay. Therefore, you can partially pay PP for a title. This represents your ongoing activity to have others recognize your ownership of the title. Prestige points spent on a title do not decay, but are considered spend and cannot be reclaimed. You can continously spend PP on the title when available until your total amount spent matches the title's cost, upon which you gain the title's benefits.
The following are examples of awards and titles for various thresholds of reputation. You must have at least the listed reputation 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 your reputation falls velow the theeshold for a title, you lose the effects of that title until your reputation reaches that threshold again.
General Reputation Rewards
Reputation 10
- Free Shelter I (1 PP)—Innkeepers are eager to let you stay at their lodging, whether they hope that you attract new more business or just so you don't cause them trouble. You can lodge for free at an inn with up to a small suite for free for one night.
- 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.
- Planar Pact (5 PP)—You gain the services of an imp, mephit, quasit, or similar extraplanar creature from the Improved Familiar list. 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.
- The Undaunted (Title; 2 PP)—You have a reputation for being fearless in the face of danger. You gain a +1 bonus on saving throws against fear effects and the Intimidate DC to demoralize you increases by +1 while in or against foes from your selected sphere of influence. When your Reputation reaches 25 and every 25 thereafter, these bonuses increase by +1, to a maximum of +5 at Reputation 100.
- 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. You gain a +3 bonus on Knowledge (local) checks and you can make Knowledge (local) checks untrained regarding your selected sphere of influence.
Reputation 20
- Expert (Title; 3 PP)—Your studious reputation has made you a leading authority in a specific area of skill. Choose 1 skill in which you have at least 4 ranks in. You gain a +2 competence bonus on skill checks made with the selected skill while made in your sphere of influence. When your Reputation reaches 30 and every 10 thereafter, you may select an additional skill with at least 4 ranks to receive this benefit, to a maximum of four skills at Reputation 50.
- Figure of Renown (Title; 5 PP)—Your reputation makes it easier for you to assume the responsibilities of leadership. You gain a +2 bonus on all Leadership checks regarding your selected sphere of inluence. This bonus increases by +1 for every 20 Reputation above 20 that you possess. You must have at least Charisma 15 to purchase this title.
- Free Shelter II (1 PP)—You can lodge for free at an inn with up to an average suite for free for one night.
- Minor Tribute (2 PP)—Once per month per settlement in your sphere of influence, you can leverage your reputation to acquire one nonmagical item up to 100 gol in value for free from the locals.
- Local Expertise (1 PP)—While in a settlement that is part of your sphere of influence, you can call upon the aid of an expert to gain a +5 bonus on any skill check for 1 day as long as the check is made while you are in the settlement.
- Reputable Recruitment (1 or 2 PP)—Your name alone is enough for some people to freely sign up with you. If you have the Leadership feat, you can recruit 10 followers for 1 PP if they are NPC classes or 2 PP if they are PC classes without having to pay money or make a Recruitment check. You must be in one of your spheres of influence to use this reward.
- Quick Travel (2 PP)—You are able to move quickly thanks to the support (or terror) of others. For 1 month, your movement speed is considered +10 feet faster when travelling long distances and while outside of combat within or in lands controlled by your your sphere of influence. When your Leadership Score reaches 15 and every 15 points thereafter, this movement speed bonus increases by +5 feet. If you are the Marshal of a nation, you can provide this benefit to your scout teams who are undertaking the Explore Hexes leadership action.
- Sage (Title, 5 PP)—You have gathered a lifetime of esoteric knowledge and have a reputation for possessing key information. Select one Knowledge or Lore skill. You can make untrained checks with this skill up to a maximum of DC 20 instead of the normal limit of DC 10 regarding to questions related to your selected sphere of influence. If you possess ranks in the skill, you can take 10 on the question. In addition, when you succeed on a check to identify a creature who is within your selected sphere of influence with the chosen skill, you recall one additional piece of useful information. 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 ally or minion remains in your service for 24 hours.
- The Undying (Title; 5 PP)—You have a reputation for being nearly impossible to kill. Once per day while in or against foes of your selected sphere of influence, when you are unconscious and your hit point total is below your negative Constitution score, you may make a Leadership check in place of a Constitution check in order to stabilize. If you succeed, you can immediately wake up and can act, though you are still disabled. When your Leadership Score reaches 50 and every 25 points thereafter, you can use this perk one additional time per day, to a maximum of four times per day.
Reputation 35
- Blood-Bonded (Title; 4 PP)—Your connection to a blood-bonded ally is well-known. Select 1 ally who is part of your sphere of influence who also possesses the blood-bonded title. You treat the selected ally as if it possessed the same teamwork feats as you for the purpose of determining whether you receive a bonus from your teamwork feats. Your ally does not receive any bonuses from these feats unless they actually possess the feats themselves. The ally’s positioning and actions must still meet the prerequisites listed in the teamwork feat for you to receive the listed bonus. When your Reputation reaches 40 and every 10 thereafter, you may select 1 additional ally with this perk.
- Free Shelter III (2 PP)—You can lodge for free at an inn with up to a luxurious suite for free for one night.
- Moderate Tribute (3 PP)—Once per month per settlement in your sphere of influence, you can leverage your reputation to acquire one nonmagical item up to 1,000 gol in value for free from the locals.
- Official Audience (2 PP)—You are able to arrange a meeting with a local leader, such as the leader of a settlement or a local guild, or the head of a local church. The meeting takes place within a day of making the request.
Reputation 55
- Major Tribute (4 PP)—Once per month per settlement in your sphere of influence, you can leverage your reputation to acquire one nonmagical item up to 10,000 gol in value for free from the locals.
- Royal Audience (3 PP)—You are able to arrange a meeting with a great leader, such as a nation's leader or the high priest of a religion. The meeting takes place within a day of making the request.
- The Great (Title; 10 PP)—Your reputation is well-known across your sphere of influence. You automatically succeed on Charisma, Diplomacy, and Intimidate checks made to temporarily add a settlement or organization to your selected sphere of influence.
Fame Rewards
Fame 10
- 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.
- Friendly Face (Title; 2 PP)—Your reputation makes others more likely to tell you about local happenings. You gain a +1 bonus on Diplomacy checks made to gather information while within or from people of your selected sphere of inluence. When your Fame in an area increase to 20 and every 10 additional Fame thereafter, this bonus increases by +1.
- Martyr (Title; 3 PP)—Your defeat unites and motivate those loyal to you. You only gain the benefits of this perk if you die or are captured. If you occupied a leadership role in your sphere of influence, the next person to occupy your leadership role can add your Charisma bonus on leadership checks (minimum +1). In addition, all armies that your nation commands gain a bonus to their army Morale equal to your Charisma bonus (minimum +1); this bonus stacks with the Charisma modifier that the army’s commander grants to it, if the army has a commander. This benefits last for 1 month turn per 10 Fame that you possess with your sphere of influence, or until you are raised from the dead or recovered.
- Recognized Artist (1 PP)—Positive word-of-mouth has spread about your artistic work. Designate a settlement in your sphere of influence. Your earnings from selling one work of art made with the Artistry skill or from making one Public Performance with the Perform skill are doubled.
- Smooth Talker (1 PP)—Gain a +4 bonus to a Diplomacy check within or to members of your selected sphere of influence.
Fame 20
- Entrepreneur (1 PP)—When you personally run your business, your celebrity status attracts an influx of clients or inspires your workers to work harder. Designate a settlement in your sphere of influence. Your earnings from one Profession check to perform the Run a Business activity are doubled when made in the designated settlement.
- Hometown Hero (Title; 3 PP)—You are beloved by members of a particular sphere of influence and your arrival is met with joy. You gain a +2 bonus on Diplomacy checks made within or with members of your sphere of influence. You cannot select a sphere of influence that you have Infamy with. If you possess 4 or more ranks in Diplomacy, you may select 2 spheres of influence with this title instead of one. For every 4 ranks in Diplomacy beyond 4 that you possess, you may select an additional sphere of influence with this title. If you have selected both the Hometown Hero title and the Scourge of the Land title, you gain the benefits of both titles whenever either title is your active title.
- Master of Trade (Title, 5 PP)—When selecting this title, choose a settlement or organization that is part of your selected sphere of influence. Using influential contacts and mercantile experience, you can find a good deal. You gain a 10% discount when purchasing an item. Alternatively, when selling an item you can increase its price by 10%, effectively increasing its sale price by 5%. This award cannot be used for spellcasting services or magic item crafting.
- Prominent Artist (2 PP)—Positive word-of-mouth has spread about your artistic work. Designate a settlement in your sphere of influence. Your earnings from selling one work of art made with the Artistry skill or from making one Public Performance with the Perform skill are multiplied by 5.
- Sacrifice (0 PP)—Make a significant sacrifice to gain 1d3 Prestige Points. 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. You can use this award once per month.
Fame 35
- Artisan (Title; 5 PP)—You are renowned for your skill in a particular craft. Choose one Craft or Profession skill in which you have at least 4 ranks in. You gain a +1 bonus to your Leadership Score, plus an additional +1 bonus for every 5 ranks in the chosen skill that you possess while in your selected sphere of influence. In addition, whenever you roll a natural 20 on a Craft skill check to create an item, add 20 to the check’s result instead of 10. You lose this title’s benefits if the number of skill ranks in your chosen skill is less than your character level.
- Business Tycoon (2 PP)—When you personally run your business, your celebrity status attracts an influx of clients or inspires your workers to work harder. Designate a settlement in your sphere of influence. Multiply your earnings from one Profession check to perform the Run a Business activity by 5 when made in the designated settlement.
- Patriot (Title; 5 PP)—You are beloved by the people of a nation and can rely on their aid within the nation’s borders. Provided that you aren’t in any immediate danger, you can always find a safe place for you and one ally per 10 Fame that you possess within the selected sphere of influence. In any region within or under control of that sphere of influence, you and your allies are fed, clothed, and provided with basic medical attention (as if attended by a person with a Heal bonus of +10).
- Skill Master (Title; 5 PP)—You are renowned for your ability in a specific skill. Choose one skill in which you have at least 4 ranks. You gain a +1 bonus to your Leadership Score, plus an additional +1 bonus for every 5 ranks in the selected skill that you possess while in your selected sphere of influence. In addition, when you help another character from your selected sphere of influence retrain his skill ranks into your selected skill, you reduce the number of days that the retraining takes by your ability modifier that corresponds with the selected skill’s key ability (Intelligence for Craft, Dexterity for Acrobatics, and so on). This title cannot reduce the time it takes a character to retrain to less than 1 day and the number of skill ranks that the character can reassign per session of retraining is unchanged.
- Stardom (2 PP)—Positive word-of-mouth has spread about your artistic work. Designate a settlement in your sphere of influence. Your earnings from selling one work of art made with the Artistry skill or from making one Public Performance with the Perform skill are multiplied by 10.
Fame 55
- Business Magnate (4 PP)—When you personally run your business, your celebrity status attracts an influx of clients or inspires your workers to work harder. Designate a settlement in your sphere of influence. Multiply your earnings from one Profession check to perform the Run a Business activity by 10 when made in the designated settlement.
Infamy Rewards
Infamy 10
- Browbeater (1 PP)—Gain a +4 bonus to a Intimidate check within or to members of your selected sphere of influence.
- Palm Greaser (Title; 4 PP)—While within a settlement in your sphere of influence with at least 5,000 inhabitants, when you or one of your cohorts, contacts, or followers is imprisoned or fined for crimes committed in the settlement’s jurisdiction, you can make a Diplomacy check. The DC of this check is equal to 10, plus 5 x the crime’s risk, as outlined by the Contact system. If you succeed, the convicted character escapes conviction and sentencing without any consequences, although if the character is a contact, he gains the usual +4 bonus on opposed Diplomacy checks should you try to convince him to attempt the task again. You can use this ability once a month.
Infamy 20
- Fence Friend (Title, 4 PP)—When selecting this title, choose a Small Town or larger settlement in your selected sphere of influence. Once per month when selling any item, you may do so through an NPC fence, increasing the sale price of the item by 10%. You may select this title more than once; each time you select it, choose a different Small Town or larger settlement.
- Sacrifice (0 PP)—Make a significant sacrifice to gain 1d3 Prestige Points. 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.
- Scourge of the Land (Title; 3 PP)—You are feared by the people of a specific region or organization. You gain a +2 bonus on Intimidate checks made within or with members of your selected sphere of inluence. You cannot select a sphere of influence that you are Fame with and you do not gain this bonus when interacting with individuals that you have Fame with. If you possess 4 or more ranks in Intimidate, you may select two spheres of influence with this title instead of one. For every 4 ranks in Intimidate beyond 4 that you possess, you may select an additional sphere of influence. If you have selected both the Hometown Hero title and the Scourge of the Land title, you gain the benefits of both titles whenever either title is your active title.
- Vindicator (Title, 4 PP)—Pick one organization you have Infamy 20 or higher with as your hated enemy. You inspire such dread in members of that organization that you gain a +1 bonus on attack and damage rolls against them. This is a favored enemy bonus.
Honour
Honour is recognition of your adherence to a code of conduct. Although there are some universally recognized acts of honour, most vary depending on the type of code of conduct, and who has honour varies depending on other people's beliefs, culture, and values. Note that this measurement is solely for extrinsic honour, i.e. how others view how honorable you are. Intrinsic honour, i.e. your personal view of how you hold yourself to your code of conduct, is entirely up to you, and has little bearing on your interactions with others in matters of honour.
Honour is measured on a scale from -50 to 50. A score of -50 represents a person who is seen as completely untrustworthy, willing to sacrifice anything and anyone for even a momentary gain. A score of 50 represents a person of legendary stature whose reputation is without blemish. You start with an honour score of 0, with neither your public nor your own personal view of your honor having been solidly defined. Your starting honour score is then modified by your alignment: +2 if Lawful, -2 if Chaotic, +1 if Good, and -1 if Evil.
Table: Gaining and Losing Honour
Event | Honor Adjustment |
---|---|
Complete a promised task | +CR of the task |
Challenge and defeat an opponent who has publicly dishonored you | +1/2 opponent's CR |
Subjected to a negative outcome due to adhering to your code | +2 |
Refuse a request that is against your code | +1 |
Fail a non-combat Bluff check | -1 |
Publicly associating with people with an honor score of less than -10 | -1 per month |
Public using poison | -1 |
Caught stealing | -2 |
Cheating is exposed | -2 |
Make a non-combat Bluff check | -1 |
Publicly killing an opponent of a CR lower than your APL-4 | -5 |
Fail to complete a promised task | -CR of the task |