Zeigeist: Division Six
Fame and Prestige
As constables (player characters) go on adventures and perform services for the Risur, they gain Fame and Prestige within the Constabulary. As the core of the Constabulary’s functioning consists of Captains giving other constables assignments, earning prestige with the Constabulary is a matter of completing these missions without destroying anything priceless along the way.
A PC improves her standing within the Constabulary by succeeding on missions assigned by the organization’s leadership. Success not only increases the character’s Fame within the Constabulary, but also earns her Prestige Points (PP).
As a character’s Fame increases, the Constabulary rewards her excellent service with ever-increasing boons. Below, you’ll find a system of rules that describes the kinds of rewards and privileges a character can access as her Fame increases and how she can spend her Prestige Points on a variety of benefits that reflect the Constabulary’s willingness to assist her in times of need, including goods and services, titles, honors, privileges, and other benefits.
The same Fame and Prestige system used in PFS play will be used with the Royal Homeland Constabulary.
Benefits of Fame
A character’s Fame represents her renown and status within the Constabulary. The simplest representation of this is that for every 10 points of Fame, a character gains a cumulative +1 bonus on Diplomacy checks made against Citizens of Risur).
Using Fame and Prestige
1 PP: Transcribe a common spell (one listed in the Pathfinder RPGCore Rulebook) into a wizard’s spellbook or alchemist’s formula book. This spell must be of a level the PC can cast and on that PC’s spell list. This benefit does not require a Spellcraft check or any additional transcribing costs.
Fame 1, 1 PP: Acquire your own basic Wayfinder the badge of office for the Constabulary
Fame 5, 1 PP: Exchange one character trait taken at character creation for a new one. The character must still obey the normal trait system rules (such as not having more than one trait from the same category); however, the new trait does not need to be from the same category as the trait it replaces.
Fame 5, 5+ PP: Gain a contact in a particular city. The character can consult with the contact for local gossip, news, and advice; this benefit grants the character a +2 bonus on Diplomacy checks to gather information, Knowledge (history), Knowledge (local), Knowledge (nobility), and Knowledge (religion) checks regarding the contact’s city made within that city. 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 Prestige Points to find a replacement contact.
Fame 20, 6 PP: Access a hidden cache of supplies in a wilderness area. These supplies consist of survival gear such as dried food, clean water, spare weapons, rope, sunrods, spell components, and other nonmagical equipment listed in the Core Rulebook. Spending Prestige Points on this resource represents finding a cache within 2d6x10 minutes of the character’s current location; the character does not need to plan ahead for this cache or know of its existence (it is, in effect, a plot device for acquiring emergency items). A typical cache contains up to 375 gp worth of these goods.
Fame 40, 1 PP: Gain a reputation as a famous Constable. The character is in effect a celebrity officer and is well known in several countries (though whether this is with fame or infamy depends on the history and personality of the character). This reputation grants the character a +2 circumstance bonus on Bluff, Diplomacy, and Intimidate checks when dealing with someone who knows of her fame.
Fame 20, 5pp: The Constable has a sizable home or a nice suite of rooms in a fine inn. He can secure any non-magical item worth 5 gp or less from his belongings in his home in 1d10 minutes, and need only track purchases of meals or taxes in excess of 10 gp.
Fame 40, 10pp: The Constable has an extravagant home—he might even own the building in question. He can secure any non-magical item worth 25 gp or less from his belongings in his home in 1d10 minutes. He need only track purchases of meals or taxes in excess of 100 gp.
Adamantine Wayfinder (5 PP)
The casing of this wayfinder is incredibly hard, and no amount of casual use can ding, dent, or scratch its pristine smoothness
Bone Wayfinder (2 PP)
Popular among rangers, druids, and hunters, these bone-encased wayfinders are all unique, as each is crafted from a creature of the Constable'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 are a druid or a ranger, you can use a bone wayfinder as a divine focus.
Holy Symbol Wayfinder (2 PP)
This wayfinder has been carved or molded to function as a divine focus.
Jade Wayfinder (2 PP)
Your wayfinder functions as normal, except the user can cast guidence at will in place of light.
Igniting Wayfinder (3 PP)
Your wayfinder functions as normal, except the user can cast spark at will in place of light.
Messenger Wayfinder (5 PP)
This wayfinder functions as normal, except that the user may cast message at will in place of light.
Discerning Wayfinder (5 PP)
Your wayfinder functions as normal, except the user can use detect magic at will in place of light.
Elfaivar Diplomat (Fame 40, 4 PP)
Your reputation as an agent of Elfaivar interests precedes you, and you gain a +2 bonus on all Diplomacy and Sense Motive checks made against Elfaivar.
Elfaivar Training (5 PP)
You gain proficiency with one of the following weapons: hanbo, sansetsukon, katana (2h, +5pp for 1H), kama, nunchaku, sai, shuriken, siangham, or spiked chain.
Tales of the Elfaivar (Fame 40, 4 PP)
Your time spend listening to the tales of Elfaivar has given you valuable insight, granting you a +2 bonus on Knowledge (geography, history, local, and nobility) checks regarding Elfaivar and Elfaivar held lands.
Other General Prestige Award Costs
|+4 on any one skill check||1 PP|
|Loan of mounts for 1 week†||1 PP|
|Boat Travel (freshwater or coastal)||1 PP|
|Work detail of 50 commoners for 1 week†||1 PP|
|Dispel magic||1 PP|
|Lesser restoration||1 PP|
|Make whole||1 PP|
|Remove blindness/deafness||1 PP|
|Remove curse||1 PP|
|Remove disease||1 PP|
|Remove paralysis||1 PP|
|Free purchase up to 150 gp||1 PP|
|Ship Travel (deepwater or long voyage)||2 PP|
|Atonement||2 PP (8 PP to restore cleric/druid powers)|
|Break enchantment||2 PP|
|Greater dispel magic||2 PP|
|Neutralize poison||2 PP|
|Restoration||2 PP (4 PP to remove a permanent negative level)|
|Free purchase up to 750 gp||2 PP|
|Plane Shift||16 PP|
|Raise dead||16 PP|
|Greater restoration||16 PP|
|True resurrection||77 PP|
Buying Magic items
In addition to items found during their course of their investigations, players characters may requisition items from the constabulary. The limit of availability is dependent upon a constable's fame score.
Regardless of your fame score the following items are always available for purchase.
- All Core Rulebook Equipment
- +1 weapons
- +1 armor
- +1 shields
- 0 and 1 level potions
- 0 and 1 level scrolls
|Fame||Maximum Item Cost|
|4 or less||0|
|DC Result||GP Award|