Reputation and Fame

Description:

Reputation and Fame
Though some heroes content themselves with living
off the spoils of their exploits or cloaking themselves
in humility, others seek to live forever through the
sagas and songs of their epic deeds. History measures
a hero’s success by tales of triumph and bravery that
are retold down the ages. A hero with no one to tell her
story quickly fades into obscurity along with her unsung
accomplishments. How others tell of a hero’s deeds
becomes the weight by which she is measured, sculpting
both her identity and reputation.
Reputation represents how the general public perceives
you, 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, ref lected
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.
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FAME
You begin play with a Fame equal to your character level +
your Charisma modifier. Your Fame ranges from –100 to
100, with 0 representing a lack of any notoriety. Through
the course of the campaign, your words and deeds help you
build a reputation. Though an adventurer performs many
deeds, not all are significant enough to warrant a change
in Fame. If possible, the GM should stick to those deeds
that directly affect the story or campaign and not reward
points for minor victories. The significance of specific
deeds should generally be left up to the GM, though Table
3–5 details some specific examples. If your Fame ever drops
below 0, see Disrepute and Infamy on page 184.

SPHERE OF INFLUENCE
Your reputation travels only as far as the tales of your
deeds. Even if you are a great hero in your homeland,
when traveling elsewhere you will soon discover that your
reputation diminishes until you eventually reach regions
where you are completely unrecognized. The greater your
reputation, the farther it travels and the broader your
Sphere of Inf luence.
Your Fame determines the maximum range of your
Sphere of Inf luence. Your Sphere of Inf luence has a radius
of 100 miles, generally increasing by another 100 miles
when your Fame reaches 10, 20, 30, 40, and 55. Increasing
your Sphere of Inf luence isn’t always automatic, and you
are allowed some say as to where your reputation holds
weight. For example, you could ask that your sphere
extend more southward toward a major city and ignores
the barbarian tribes to the east, or that it extend inward
toward another country rather than out into the ocean
Though your reputation may spread by happenstance,
it usually spreads deliberately, whether by traveling bards
embellishing stories of your accomplishments to make
them more entertaining, your allies exaggerating your
common achievements, your enemies repeating rumors
about you to recruit others against you, or you telling
your story to eager listeners. Where these tales get told
determines where you become known and shapes your
Sphere of Inf luence—a heroic sorcerer might hire bards
to brag about her magic in a nearby kingdom she plans to
visit, or a villainous barbarian might drive the maimed
survivors of his raids southward to sow fear among his
next victims.
Outside your Sphere of Inf luence, your Fame is 0. You
can attempt to expand your Sphere of Inf luence into a new
settlement by attempting a DC 30 Charisma, Diplomacy, or
Intimidate check. If you succeed, you treat the settlement
as being within your Sphere of Inf luence for 1d4 days,
though your Fame is effectively halved for that settlement.
After this time, the settlement reverts to being outside
your sphere.
The following actions and conditions alter your
Charisma, Diplomacy, or Intimidate check modifier for
the purpose of expanding your Sphere of Inf luence.
Table 3–6: Sphere of Influence Modifiers
ACTION CHECK MODIFIER
Allies or minions spread tales of +5
your deeds before you arrive
A bard spreads tales or songs of + 1/2 bard level
your deeds before you arrive
You have NPC contacts in the settlement +1
You have enemies in the settlement +1
Distance from your Sphere of Influence –1 per 10 miles
Settlement’s primary language is different –5
from yours
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PRESTIGE POINTS
Prestige Points represent your ability to leverage your Fame.
You earn Prestige Points (PP) by completing objectives
during the course of play. The GM decides which deeds,
goals, or story elements are most important and awards
players for completing them accordingly. Each time your
Fame increases, you also gain 1 Prestige Point. In a typical
campaign, you should gain approximately 4 to 6 Prestige
Points per character level. Your current Prestige Points can
never exceed your Fame. You can’t share Prestige Points
with other characters; only the character who earned them
can spend them. Most of the time, you spend points on
rewards—titles, temporary abilities, or bonuses on tasks
associated with your interests.

AWARDS
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 Sphere of Inf luence.
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.
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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.
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 Inf luence; 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.

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 1stlevel
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 inf luential 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.

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-squaremile
region within your Sphere of Inf luence. 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 inf luential 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.

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 per character level.
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 Inf luence,
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 Inf luence. For
the next 24 hours, you may use your Fame as if you were
within your Sphere of Inf luence without needing to make
the appropriate check, though your Fame is effectively
halved outside your Sphere of Inf luence. You may select
this award even when outside your Sphere of Influence.

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 inf luence
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 Inf luence, 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.

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 Inf luence by 100 miles.

Bio:

Table 3–5: Fame Events
EVENT FAME MODIFIER
Positive Events
Acquire a noteworthy treasure from a worthy foe1 +1
Confirm two successive critical hits in a CR-appropriate encounter +1
Consecrate a temple to your deity +1
Craft a powerful magic item +12
Gain a level in a PC class +1
Locate and disarm three or more CR-appropriate traps in a row +1
Make a noteworthy historical, scientific, or magical discovery3 +1
Own a legendary item or artifact +14
Receive a medal or similar honor from a public figure +1
Return a significant magic item or relic to its owner +1
Sack the stronghold of a powerful noble +1
Single-handedly defeat an opponent with a CR higher than your level +15
Win a combat encounter with a CR of your APL + 3 or more +1
Defeat in combat a person who publicly defamed you +2
Succeed at a DC 30 or higher Craft check to create a work of art or masterwork item6 +2
Succeed at a DC 30 or higher public Diplomacy or Intimidate check6 +2
Succeed at a DC 30 or higher public Perform check6 +2
Complete an adventure with a CR appropriate for your APL7 +3
Earn a formal title (lady, lord, knight, and so on) +3
Defeat a key rival in combat +5
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Negative Events
Be convicted of a petty crime –1
Keep company with someone of disreputable character –18
Be convicted of a serious nonviolent crime –2
Publicly flee an encounter of a CR lower than your APL –3
Attack innocent people –5
Be convicted of a serious violent crime –5
Publicly lose an encounter of a CR equal to or lower than your APL –5
Be convicted of murder –8
Be convicted of treason –10
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DISREPUTE AND INFAMY
If your Fame drops below 0, your reputation is based on
infamy rather than fame. Treat your Fame as a positive
number instead of a negative number for all rules relating
to Fame, Sphere of Influence, and Prestige Points (for
example, a villainous Fame of –20 is equivalent to a heroic
Fame of 20 for the purpose of determining what awards
you can buy).
If an event would increase your Fame, you may choose
to increase your Fame (bringing it closer to 0) or decrease
your Fame (making it a larger negative number). For
example, if your Fame is –20 and you publicly roll a 30
on a Craft check to create a masterwork sword (normally
worth +2), you may increase your Fame to –18 or decrease
it to –22. Negative events that decrease your Fame always
count as negative (a villain attacking innocent people
doesn’t make the public like him more).
If you have a negative Fame, nonevil NPCs often have
unfriendly or hostile reactions to you (see Table 3–7:
Negative Fame Reactions). Note that if you have a reputation
for being powerful and dangerous, NPCs might avoid you
rather than confront you.

Table 3–7: Negative Fame Reactions
FAME REACTION
–5 Merchants, hirelings, and innkeepers overcharge you by 10% to discourage you from doing business in
their community.
–8 Merchants, hirelings, and innkeepers refuse to accept your business. If you enter a business, you are immediately
asked to leave. If you refuse, the owner calls for the authorities or locals to throw you out.
–10 When you approach, businesses shutter their windows and bar their doors. Most citizens refuse to speak with you.
Others request that you leave immediately. If you remain for longer than 24 hours or act out against the citizens,
your Fame decreases by 5 and the citizens form a mob to run you out of town.
–15 Incensed that you display the gall to enter their community, an angry mob gathers. If you do not leave within a
few minutes, the mob starts pelting you with fruit, sticks, and rocks.
–20 An angry mob forms shortly after you enter town. Not willing to wait for a potentially corrupt trial, they attempt
to capture you and execute you for your crimes.
–25 An authority figure has issued a warrant for your arrest, including a reward to anyone who captures you. This is
well known and many are eager to collect it.
–30 An authority figure has issued a bounty for your head. This is well known and many are eager to collect it.

Reputation and Fame

Memories of Green wizardrisk