Une enfance féerique

Gagner une épreuve du Festival => Cara +1PP

Avoir libéré Acorn => +2PP (Fey)

Les enfants d’Argonach

Avoir vaincu les gobelins => +1PP

Avoir mis Rabock en fuite => +2PP (Fey)

Avoir ramené les enfants kidnappés avec l'aide de Jovien => +1PP

Les ados d’Argonach

Vaincre les esclavagistes => +2PP

Tuer Sikzog => +2PP (Fey)

Empêcher le rituel et ramener le bébé en vie => +3PP

La Pierre du Savoir

Convaincre Gire d'abandonner Cyflymder => +1PP (Fey)

Récupérer la Pierre du Savoir => +3PP (Green Faith)

L’Ecorce de Gozreh

Sauver Falbin des Chasseurs de Lycanthrope => +1PP

Sauver les plantes du jardin de Falbin => +1PP

Récupérer le Fragment Atavique => +3PP (Green Faith)

Utiliser son Prestige

TALDOR

RÉPUTATION 1

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.

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. 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.



RÉPUTATION 10

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, 2 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.



RÉPUTATION 20

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 Réputation 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 Réputation 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, 2 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 Réputation reaches 30, 40, and 55, selecting a different skill each time.

Master of Trade (Title, 2 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, 4 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.



RÉPUTATION 30

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, 2 PP): Undergo a bloody ritual with an ally whose Réputation 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 per character level.

Officer (Title, 5 PP): 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.

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 Réputation as if you were within your Sphere of Influence without needing to make the appropriate check, though your Réputation is effectively halved outside your Sphere of Influence. You may select this award even when outside your Sphere of Influence.



RÉPUTATION 40

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.



RÉPUTATION 55+

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 RENOMMEE, 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.



GREEN FAITH

RÉPUTATION 1

Rage (5 PP): Add rage to the character’s druid spell list as a second-level spell.



RÉPUTATION 5

Help from the druids (variable PP): Purchase a magical service from the following list: antipathy/sympathy (10 PP), atonement (8 PP), control weather (6 PP), earthquake (7 PP), elemental swarm (20 PP), hallow/unhallow (16 PP), heal (4 PP), ironwood (3 PP), move earth (3 PP), plant growth (1 PP), reincarnate (12 PP), shambler (20 PP), stone shape (1 PP), transport via plants (5 PP), wall of stone (4 PP), wind walk (5 PP).

Ovate (1 PP): Gain the title “ovate” and learn how to invoke the right of safe conduct as a full-round action once per day. This aspect of the Green Faith’s universally acknowledged neutrality is an extraordinary ability that acts as a sanctuary spell (DC 10 + ½ character level + Charisma modifier), but it is language-dependent and lasts only as long as the character concentrates. The DC decreases by 5 if the character has taken an offensive action during that same encounter. The ovate may ask for food and shelter of any rural commoner.

Nature's Blessing I (13 PP): Undergo a ritual that grants resistance 5 to cold, electricity, or fire as an extraordinary ability. The character can undergo the ritual for all three energy types.



RÉPUTATION 10

Initiate of the Green Faith (1PP): Gain the title “initiate of the first circle” and one bonus language from the following list: Aquan, Auran, Draconic, Elven, Giant, Goblin, Gnoll, Gnome, Ignan, Sylvan, Terran. The character gains a +2 bonus on Bluff, Diplomacy, and Intimidate against native speakers of that language (at the GM’s discretion). Higher ranks in the organization occur in increments of +5 Fame (“initiate of the second circle” at 15 Fame, “initiate of the third circle” at 20 Fame, and so on) at a cost of 1 PP per rank; each rank grants an additional bonus language from this list and a bonus to influence native speakers of that language.

Green Faith Ally I (3 PP): Gain the service of a novice member of the Green Faith (a barbarian, bard, druid, ranger, or feybloodline sorcerer of half the PC’s level) for 1 week.



RÉPUTATION 15

Fey Ally I (5 PP): Gain the assistance of a dryad, pixie, satyr, or other fey of similar power for 24 hours.

Ritual of Bonding (20 PP): Transfer a druid character’s nature bond from a domain to an animal companion or vice-versa. She can select this reward more than once but must pay the PP cost each time.

Ritual of the Green Faith (20 PP): Change a druid’s chosen cleric domain to another suitable domain. She can select this reward more than once but must pay the PP cost each time.

Ritual of the Companion (20 PP): Transfer a ranger character’s hunter’s bond from an animal companion to her companions, or viceversa. She can select this reward more than once but must pay the PP cost each time.



RÉPUTATION 20

Green Faith Ally II (10 PP): Gain the service of another member of the faction (a barbarian, bard, druid, ranger, or fey-bloodline sorcerer whose level is equal to the PC’s) for 1 week.

Fey Ally II (10 PP): Gain the assistance of a shambling mound, treant, or fey or of an intelligent plant of similar power for 24 hours.



RÉPUTATION 30

Nature's Blessing II (32 PP): Undergo a ritual that grants resistance 10 to cold, electricity, or fire. A character can undergo the ritual for all three energy types and can upgrade from a lower resistance ritual by paying the cost difference.



RÉPUTATION 40

Nature's Blessing III (75 PP): Undergo a ritual that grants resistance 20 to cold, electricity, or fire. The character can undergo the ritual for all three energy types and can upgrade from a lower resistance ritual by paying the cost difference.



Augmenter sa réputation

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