Curse of the Crimson Throne
The Pathfinder Society has existed for more than 400 years. Members include treasure hunters, explorers, tomb raiders, historians, and vagabonds, and they roam the farthest reaches of the world seeking lost relics of world-shattering power and answers to riddles older than the gods. These heroes brave vine-choked jungle ruins, ascend snow-capped peaks, and comb sun-seared desert sands in search of buried tombs and monuments of bygone ages. Society members send records of their exploits to their venture-captain superiors, who in turn review them for accuracy before forwarding the manuscripts to the leaders of the Pathfinder Society.
The Society recognizes no formal bylaws, but adherence to a general code of behavior is expected of all members, and reports of behavior contrary to this code are grounds for removal from the organization. The three most important member duties are as follows.
Explore: Pathfinders are expected to further the knowledge and reputation of the Society by traveling to distant lands, unearthing forbidden secrets, and piecing together the secret history of the world. Agents are encouraged to travel uncharted lands in search of ever more fantastic mysteries.
Report: In the course of their adventures, Pathfinders are expected to keep detailed journals, maps, and accounts of their exploits. At the conclusion of a successful mission, agents send a copy of their notes to their immediate superior, a regional venture-captain, who makes a full analysis (often involving divination). Records of especially noteworthy exploits make their way to Absalom and the Decemvirate, who compile the best tales into irregularly published editions of the Pathfinder Chronicles, which in turn make their way back to venture-captains for distribution to Pathfinder agents in the field.
Cooperate: The Society places no moral obligations upon its members, so agents span all races, creeds, and motivations. At any given time, a Pathfinder lodge might house a fiend-summoning Chelaxian, an Andoren freedom fighter, an antiquities-obsessed Osirian necromancer, and a friendly Taldan raconteur. Pathfinder agents are expected to respect one another’s claims and stay out of each other’s affairs unless offering a helping hand.
The Pathfinders have access to strange magic and mysterious rituals derived from half-understood lore…
1 Fame: When in the Grand Lodge library (in the city of Absalom), gain a +5 circumstance bonus on one Knowledge check. The check takes 1 hour, reflecting the need to reference the appropriate materials. This bonus does not stack with the +4 bonus on one check purchased with 1 CP.
1 Fame: Transcribe a common spell (one listed in the Pathfinder RPG Core Rulebook, or any spell the GM feels is common in the world) from the Grand Lodge library into a wizard’s spellbook or alchemist’s formula book. This benefit does not require a Spellcraft check or any additional transcribing costs.
5 Fame, 1 CPA: Become familiar with an uncommon or rare spell (at the my discretion) from the Grand Lodge library, allowing a bard, sorcerer, or similar spellcaster to select it as a spell known at the next available opportunity (this benefit allows the character to gain access to bard or sorcerer spells from sources other than the Pathfinder RPG Core Rulebook without having to do spell research or find a copy of the spell while adventuring).
5 Fame, 1 CPA: Exchange one character trait taken at character creation for a new Pathfinder Society trait (see below). 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.
5 Fame, 5 or 15 CPA: 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 CPA, 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 CPA to find a replacement contact.
10 Fame: Purchase faction spellcasting (list available upon joining) at 1 CPA less than normal (minimum 1).
15 Fame, 2 CPA: Access a special section of the Grand Lodge library for 1 week and gain a +10 circumstance bonus on any one Knowledge check. This bonus does not stack with the +4 bonus on one check for 1 CPA.
20 Fame: Gain free passage on caravans and merchant vessels that are friendly to the Pathfinder Society.
20 Fame: Purchase any magic item worth up to 10,000 gp value from a Pathfinder lodge at a 10% discount.
20 Fame, 6 CPA: 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 Pathfinder RPG Core Rulebook. Spending CPA on this resource represents finding a cache within 2d6x10 minutes from 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, and many times they are found near sites the Pathfinders planned to explore at some point.
40 Fame, 1 CPA: Gain a reputation as a famous and successful Pathfinder. The character is in effect a celebrity adventurer and is well known in several countries (though whether this is 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. Many Pathfinders with this level of prestige go on to become venture-captains (though the Decemvirate selects venture-captains based on qualities other than prestige).
These traits are associated with combat, battle, and
Berserker of the Society (Barbarian, Pathfinder Society): Your time spent as a Pathfinder has taught you new truths about the origins of the your rage ability. You may use your rage ability for 3 additional rounds per day.
Blade of the Society (Rogue, Pathfinder Society): The Society gave you access to charts detailing the weak spots of hundreds of humanoids and monsters. You gain a +1 trait bonus to damage rolls from sneak attacks.
Defender of the Society (Fighter, Pathfinder Society): Your time spent fighting and studying the greatest warriors of the Society has taught you new defensive skills while wearing armor. You gain a +1 trait bonus to Armor Class when wearing medium or heavy armor.
Honored Fist of the Society (Monk, Pathfinder Society): You have studied dozens of ancient texts on martial arts that only the Society possesses, and are more learned in these arts than most. You increase your ki pool by 1 point.
Tracker of the Society (Ranger, Pathfinder Society): Thanks to your time as a Pathfinder, you’ve mastered the art of tracking. You gain a +1 trait bonus on Initiative checks and a +2 trait bonus on Survival skill checks made while traveling through any of your favored terrains. This is in addition to any bonuses you receive from your Favored Terrain class ability.
These traits rely upon conviction of spirit, perception, and(often, but not always) religion.
Exalted of the Society (Cleric, Pathfinder Society): The vaults of the Grand Lodge in Absalom contain many secrets of the divine powers of the gods, and you have studied your god extensively. You may channel energy 1 additional time per day.
Stalwart of the Society (Paladin, Pathfinder Society): The courageous powers of the ancient orders of Golarion’s paladins are open to you thanks to the Society’s records of heroic deeds. As a result, your aura of courage class ability grants an additional +1 trait bonus on saving throws against fear effects.
These traits focus on spellcasting and manipulating magical abilities.
Beast of the Society (Druid, Pathfinder Society): A master druid at the Grand Lodge revealed to you greater secrets of concentration when changing your form into that of an animal. Whenever you use your wild shape class ability to turn yourself into a Small or Medium-sized animal, the effect lasts for 2 hours per druid level instead of 1 hour per druid level.
Greater Adept of the Society (Wizard, Pathfinder Society): Months of meditation and practice with the greatest wizards of the Society have given you an increased capacity for arcane knowledge. You gain one additional 0-level spell slot.
Havoc of the Society (Sorcerer, Pathfinder Society): Through countless hours studying vast libraries of arcane power, you have learned how to cause greater damage to your foes. Whenever you cast a spell that deals damage, you gain a +1 trait bonus to the total damage dealt. This damage is considered force damage regardless of the type of damage dealt by the spell.
Social traits usually represent a character’s social
background, including cultural and family influences.
Maestro of the Society (Bard, Pathfinder Society): The skills of Golarion’s greatest musicians are at your fingertips, thanks to the vast treasure trove of musical knowledge in the vaults beneath the Grand Lodge in Absalom. Studying this knowledge gave you the ability to use your bardic performance an additional 3 rounds per day.