Chapter 4 - Factions

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Ten political factions vie for control of the city of Absalom, using the Pathfinder Society to support their various causes and missions. Every time you play a Pathfinder Society Scenario, the leader of your faction will give you a special side mission that furthers the goals of the faction. Successfully completing these missions increases your character’s prestige and overall fame within the Society, unlocking special boons and abilities as explained in Chapter 5 of this guide). Choose your faction carefully—you’ll frequently be risking your life for it!


Faction Relations

The leaders of the Pathfinder Society generally frown on their members participating in the shadow war for Absalom, though so long as Pathfinders complete their missions and follow orders, the leadership turns a blind eye to the existence of factions within the Society. As such, the various faction leaders have made it quite clear to their members that open warfare between factions is intolerable and only jeopardizes the ability of each faction to manipulate Absalom to its will. While players are encouraged to use creativity to successfully complete faction missions, open hostility against characters of other factions is absolutely forbidden, and most loyal faction members keep their alliances to themselves, sharing faction-related missions and information only with other members of t heir faction.

Choosing Your Faction

Choosing your faction is as important as choosing your character’s class or race—it defines your character in the campaign, and ties her to the destiny of one particular nation or cause. Before you choose your character’s faction, consider each carefully and pick the faction that best matches the character you are trying to create. If your chosen faction is affiliated with a specific country (such as Andoran or Cheliax), your character does not need to have come from that country. Ulfen barbarians in service to Taldor, Thuvian wizards in service to Cheliax, Mwangi rangers in service to Qadira—these are all viable options.

Some classes are harder to play in some factions than others. If you have a great idea for a paladin of the Cheliax faction, then play that character. Just know that you might have a harder time than most achieving the faction’s notoriously diabolical missions.



The Andoran faction attacks its enemies from within, finding dissidents, freedom fighters, and revolutionaries among the populations of its foes and offering these allies the covert aid, equipment, funds, and intelligence they need to topple tyrants. Missions assigned to Andoran faction members tend toward helping sympathetic groups within the other factions, though anything that shakes a tyrant’s power is a worthy cause for an Andoren to lend himself to. The leader of the Andoran faction is Major Colson Maldris, a member of that nation’s prestigious Eagle Knights, who wields his greatsword against slavers and tyrants alike. The youngest ever to achieve the golden eagle on his shoulders and with many victories claimed in the name of f reedom, t his r ising star h as r uffled more t han a few feathers along the way.

Goal: Freedom and Democracy for All

Andoran faction members seek to spark revolution in decadent old empires and to civilize and educate the ignorant peoples of lost and unknown lands. They press for the abolition of slavery and the punishment of those who perpetrate it. They bring the torch of freedom to the world’s darkest places and banish mysticism, diabolism, and fear. A member of this faction often performs acts of sabotage and diplomacy while carrying out her duties and should be willing to bend the rules of tyrannical law in order to plant the seed of liberty, even when doing so requires employing questionable techniques.

Andoran Traits

Members of the Andoran faction can take the following campaign traits at character creation or by taking the Additional Traits feat.

  • Captain’s Blade: You were born on board a ship and learned to fight beside the sailing men and women of the Andoren fleet. While on board any vessel afloat on water, you gain a +1 trait bonus on Acrobatics and Climb checks. One of these skills (your choice) becomes a class skill for you.
  • Explorer: Your family heritage is filled with proud and renowned explorers, and you are a natural trailblazer. You gain a +1 trait bonus on Survival checks, and Survival becomes a class skill for you.
  • Freedom Fighter: Your family has long waged war against tyranny, and you learned a great deal about guerilla warfare in your youth. You gain a +1 trait bonus on Stealth checks and a +1 trait bonus on attack rolls made during the surprise round.
  • Hunter’s Eye: Your parents had you blessed by the god Erastil as a youth, and you are a prodigy with a bow. You do not take any penalties for the second range increment when using a longbow or shortbow, and you are always considered proficient with one of these weapons (your choice).
  • Indomitable: Your strong, self-reliant swagger has made you more resistant to domination and control. You gain a +1 trait bonus on saving throws versus enchantment spells and effects.



Chelaxians are masters of seduction as well as pain. They bring their enemies to heel with promises of aid, riches, and glory, then keep them in line with cruel lashes and hellfire. The Cheliax faction wins others to its dark cause with temptation. Lust, power, riches, vanity—the Cheliax faction offers all, and caters to the sinful nature in everyone to bring them low. But once foes have been seduced, they must now be scourged. Many missions of the Cheliax faction involve tempting upright people into darkness and vice, and then threatening to expose their sins unless they aid the empire as dutiful agents. The tricks of devils have claimed souls since time immemorial, and the denizens of Hell serve the Cheliax faction well in its quest for control of Absalom.

The manipulative, sultry Paracountess Zarta Dralneen guides the Cheliax faction of the Pathfinder Society. Deeply relishing her role as a diplomatic envoy, the paracountess is infamous for her excessive parties at her villa, and is adept at uncovering secrets with the promise of power.

Goal: Establish Order, No Matter the Costs

The Cheliax faction plans to spread Asmodeus’s law across the face of Golarion. It brings order to chaos, quashes the troublesome concepts of freedom and self-determination, and leaves broken souls eager to accept the bondage of slavery in its wake. The world must come to terms with the order of things—mortals are born to serve at the knee of greater powers. Law and order are Golarion’s natural overlords, and if the rabble gathered along the coast of the Inner Sea can’t be made to understand this simple fact, then they must be purged in a torrent of fire.

Cheliax Traits

Members of the Cheliax faction can take the following campaign traits at character creation or by taking the Additional Traits feat.

  • Devil’s Mark: You bear the stain of a higher fiend upon you, and any evil creature who sees it may think twice before crossing you. You gain a +2 trait bonus on all Bluff, Diplomacy, Intimidate, and Sense Motive checks when dealing with outsiders of the evil subtype.
  • Fiendish Presence: Your family routinely held court with pit fiends and erinyes when you were a child, and as a result, you have learned to manipulate people better than most. You gain a +1 trait bonus on Diplomacy and Sense Motive checks. One of these skills (your choice) becomes a class skill for you.
  • Fires of Hell: Your parents signed a pact with a fiend of Hell before you were born, and as a result you can summon fire to your aid. Once per day, as a swift action, you can summon fire, imbuing a single weapon you hold with a nimbus of fire that deals an extra 1 point of fire damage for a number of rounds equal to your Charisma bonus. This fire gives off light equivalent to a torch. This is a supernatural ability.
  • Master of Pentacles: Your many years spent studying the art of summoning have given you a unique knowledge of this subtle and complicated discipline. Once per day, when casting a spell of the Conjuration school, treat your caster level as two higher when determining the duration of the spell.
  • Soul Drinker: There is a dark hunger in you that rejoices when you or an ally slays a foe. Once per day when an enemy creature is killed, you may, as an immediate action, gain a number of temporary hit points equal to the slain foe’s Hit Dice. These temporary hit points last for 1 minute. This is a supernatural ability.

Grand Lodge


Absalom’s Grand Lodge draws Pathfinder agents from all corners of the Inner Sea and beyond. Adventurous souls flock to the Society’s vast complex of towers, libraries, reliquaries, and museums to train, research, and trade stories of life in the field. Consequently, Pathfinders from all walks of life hold the Grand Lodge of Absalom in high esteem and consider it home. Within its walls, a cadre of masked leaders—the Decemvirate—guides the Society’s global activities from within its aerie, Skyreach. Other Pathfinders may give their allegiance to foreign nations or religious factions, but members of the Grand Lodge faction give their loyalty to the Ten and the Pathfinder Society itself.

Venture-Captain Ambrus Valsin, who controls all of the goings-on within the Grand Lodge itself, is disliked by many new Pathfinders, but appreciated by veterans for his skillful assignment of agents. Detail-oriented and annoyed by inefficiency, he doesn’t appreciate back-talk and reserves the most difficult assignments for those who annoy him.

Goal: Loyalty to the Decemvirate above All

Members of this faction are the most dedicated members of the Pathfinder Society, embodying the key tenets of the organization above all else. Focused on exploring ruins as well as securing artifacts from those who don’t appreciate them, these Pathfinders have an insatiable sense of curiosity. Grand Lodge Pathfinders make excellent teammates for larger expeditions, and have filled the tomes of the Pathfinder Chronicles since the earliest volumes. They often take inspiration from the exploits of the early Pathfinder Durvin Gest, aspiring to become as famous as that legendary adventurer.

Grand Lodge Traits

Members of the Grand Lodge faction can take the following campaign traits at character creation or by taking the Additional Traits feat.

  • Insider Knowledge: Venture-Captain Valsin likes to keep abreast of situations within the Pathfinder Society, and you do your best to emulate him. Choose either Diplomacy or Knowledge (local). You gain a +1 trait bonus on all checks for the chosen skill, and the chosen skill becomes a class skill for you.
  • Loyalty: You resist attempts to dissuade you from obeying the Decemvirate’s will. You gain a +1 trait bonus on saving throws against enchantment spells and spell-like abilities.
  • Observant: Sometimes it helps to pay attention to your surroundings and the people you meet. Choose either Perception or Sense Motive. You gain a +1 trait bonus on all checks for the chosen skill, and the chosen skill becomes a class skill for you.
  • Proper Training: Your time at the Grand Lodge of Absalom has served you well. Choose either Knowledge (geography) or Knowledge (history). You gain a +1 trait bonus on all checks for the chosen skill, and the chosen skill becomes a class skill for you.
  • Teaching Mistake: You know the consequences of failure and strive never to make the same mistake twice. Once per scenario, when you roll a natural 1 on any saving throw, you gain a +1 trait bonus on your next saving throw, which must be used before the end of the scenario.

Lantern Lodge


Standing as a bridge between the Inner Sea Pathfinders and new Pathfinders from the lands of Tian Xia, the Lantern Lodge seeks to combine two traditions of knowledge. Most Tian Pathfinders operate independently from their brethren, but recent events have brought Pathfinders from both sides of Golarion together. The Lantern Lodge represents Tian interests in the Inner Sea region, ensuring that Pathfinder Society agents far to the east of the Decemvirate’s direct views are considered in organization-wide affairs.

One of Absalom’s newest venture-captains, Tian adventurer Amara Li is the leader of the Lantern Lodge. A stickler for tradition and propriety, Li is known throughout Absalom for her meticulously executed tea ceremonies, the impeccable cleanliness of the Lantern Lodge, and her unshakable poise.

Goal: Spread the Wisdom of Tian Xia

The Lantern Lodge seeks to spread word of Tian Xia’s ancient teachings and add the cultural richness and mysterious antiquities of the Dragon Empires to the wealth of the Pathfinder Society. Other goals include the exchange and return of artifacts, and assisting Pathfinders in explorations of that continent.

Lantern Lodge Traits

Members of the Lantern Lodge faction can take the following campaign traits at character creation or by taking the Additional Traits feat.

  • Meridian Strike: Energy flows through channels in the body, like rivers through the land. Once per day when you roll damage on a successful critical hit, reroll any 1s and take the new roll (even if it is another 1).
  • Meticulous Artisan: A well-carved statuette, the smooth stitching on a fine coat, the keen edge on a blade—you know how to craft masterpieces. You gain a +1 trait bonus on Day Job checks using the Craft skill.
  • Mind over Matter: Whether from the pages of a dusty scroll or at the feet of a master, you have learned to set your mind to adapt to the physical realm. You gain a +1 trait bonus on Will saving throws.
  • Storyteller: Your long journeys between the Inner Sea and Tian Xia have exposed you to a wide variety of campfire tales. Once per scenario, you can make a Knowledge check with a trait bonus equal to your Intelligence modifier plus 3 (minimum +1). You can make this check even if you do not have ranks in the required Knowledge skill.
  • Weapon Style: You gain proficiency with one weapon that has the monk special weapon quality (see page 145 of the Core Rulebook).



For centuries now, the other powers of the Inner Sea have disregarded Osirion as an impotent nation long past its prime. Osirion wouldn’t have it any other way. Since the Ruby Prince ascended the ancestral throne, Osirion has been gathering its power and preparing to make a bid for supremacy in the Inner Sea region.

Appearing as an austere man in crimson robes and simple leather sandals, Amenopheus, known as the Sapphire Sage, subtly guides the Osirion faction. Officially the advisor to Dremdhet Salhar, an obese Osirian nobleman on Absalom’s Grand Council, Amenopheus takes pains to make sure few suspect that he has the councilman firmly under his control.

Goal: Power through Knowledge

In bygone ages, the pharaohs of Ancient Osirion created wonders beyond reason. They concocted potent arcane plagues to destroy their enemies and erected mighty monuments capable of entrapping the souls of deities. Let the other factions jockey for meager political fancy or table scraps like favorable economic sanctions, Osirians say. This faction is interested in rediscovering the powerful artifacts of ancient Osirion and preventing their theft by aggressive powers, such as Cheliax. Once these artifacts are returned to their rightful hands, the glories of the ancient days will herald the rise of a new age of dominance for Osirion.

Osirion Traits

Members of the Osirion faction can take the following campaign traits at character creation or by taking the Additional Traits feat.

  • Attuned to the Ancestors: You were raised to believe that undead are nothing to fear—they are simply the unliving remnants of your honored ancestors. Once per day, you can surround yourself with an aura of unlife. Unintelligent undead ignore you unless you take action against them, per hide from undead. The protection lasts 1 round for every two character levels you possess (with a minimum of 1 round). If you take any offensive action against any undead, this effect immediately ends. This is a supernatural ability.
  • Dunewalker: Your people have long roamed the shifting and treacherous sands of Osirion, and you do not fear the harsh wrath of the unforgiving desert. You gain a +4 trait bonus on Fortitude saves to resist nonlethal damage from hot conditions, and you can always move through nonmagical sand as if it were normal terrain.
  • Mummy-Touched: As a small child, you survived the damning curse of a mummy. You gain a +2 trait bonus on saving throws versus diseases and curses.
  • Secrets of the Sphinx: Your ancestors paid the proper obeisance to Nethys, who granted their heirs special divinatory gifts. Once per day, you may gain a +2 trait bonus on any single Knowledge check. Additionally, choose one Knowledge skill—this skill becomes a class skill for you.
  • Tomb Raider: You’ve spent most of your life exploring the ancient tombs and catacombs of Osirion. You gain a +1 bonus on Perception and Knowledge (dungeoneering) checks, and one of these skills (your choice) becomes a class skill for you.



The Qadira faction seeks trade and economic advantage above all else. Its members seek to break their enemies’ monopolies and enforce their own. They offer wares and goods no one else can supply and destroy competition with a ruthlessness that puts the devil-bowing Chelaxians to shame. Qadiran missions are part of a greater plan, usually embarrassing or defaming an economic rival or ruining another nation’s trade.

Recently arrived in Absalom, the merchant prince and leader of the Qadira faction, Aaqir al’Hakam, has a preternatural instinct for trade and a firm grip on the faction’s goals.

Goal: Total Market Control

The world is small and gets smaller every day. The key to power is trade. Qadira couldn’t care less who sits on the Grand Council of Absalom, so long as its own powerful trade fleet dominates the harbor. Qadira plans to rule the Inner Sea’s trade and then bleed its enemies’ coffers dry. Collecting debts and supplying the demands of other nations’ peoples is how Qadira plans to rule. If those kingdoms slave to send gold east, the satrapy is content.

Qadira Traits

Members of the Qadira faction can take the following campaign traits at character creation or by taking the Additional Traits feat.

  • Dervish: You trained at a secret fighting school in Katheer, where you learned the art of rapid movement in combat. You gain a +1 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a threatened area.
  • Desert Shadow: You move with a quick and quiet grace, and your enemies are often taken unaware by your silent speed. You suffer no penalty on Stealth checks when moving at full speed in desert terrain.
  • Eastern Mysteries: Ever since you were a young child, you have studied the ancient arcane traditions of several Tian societies, and those studies have made your spellcasting ability difficult to resist. Once per day, you may select one single spell that you are casting that allows for a saving throw. You may increase the DC of that spell by +2.
  • Gold Finger: Your family comes from a long, proud tradition of housebreaking and thievery. You are a strong part of that tradition. You gain a +1 trait bonus on Disable Device and Sleight of Hand checks, and one of these skills (your choice) becomes a class skill for you.
  • Horse Lord: Your people are masters of battling on horseback, and you have mastered their rare skill. You gain a +2 trait bonus on Ride checks, and the Ride skill becomes a class skill for you.



The ports and tradeways of Varisia are not enough for the Sczarni, a loose association of crime families that has turned its shrewd attention to Absalom and the riches of the Inner Sea region. The Sczarni and their allies see the Pathfinder Society as a tool for control of Absalom and a source of near-limitless wealth. They count among their numbers smugglers and swindlers, murderers, thugs, and thieves.

Goal: Personal Gain

Pathfinder agents affiliated with the Sczarni are the most likely to exploit their Society missions and contacts for their own personal profit. Money isn’t everything, however, and smart Sczarni Pathfinders know that information can be more valuable to their brotherhood than gold.

Sczarni Traits

Members of the Sczarni faction can take the following campaign traits at character creation or by taking the Additional Traits feat.

  • Bad Reputation: The reputation of the Sczarni precedes your arrival. You gain a +2 trait bonus on Intimidate checks, and Intimidate becomes a class skill for you.
  • Greasy Palm: You know how to get people to do what you want with little effort. When bribing an NPC, you pay 10% less than a character without this trait would, garnering the same results.
  • I Know a Guy: The Sczarni are often related to each other, and no matter how distant the kinship, you know that you can rely upon your extended family for information. You gain a +2 trait bonus on Diplomacy checks made to gather information and a +1 trait bonus on Knowledge (local) checks.
  • Shiv: Sometimes smooth talking just doesn’t work. You gain a +1 trait bonus on damage rolls made with one-handed piercing or slashing weapons in a surprise round.
  • Trouper: You cling to the Varisian traveling performer traditions and can recognize the magic hidden in song and dance. You gain a +1 trait bonus on checks using a Perform skill of your choice and a +1 trait bonus on saving throws against abilities that rely upon the Perform skill to function, such as the bardic performance class ability.

Shadow Lodge


For centuries, the Decemvirate sent Pathfinder Society agents of varying skills and degrees of competence to far-flung lands in search of artifacts and dangerous knowledge. Over time, these leaders distanced themselves from the rank and file field agents, and soon began to forget what it truly meant to be away from the protective sanctum of Skyreach in the Grand Lodge of Absalom. Many members of the Society became bitter and disillusioned, and in 4710 ar, splintered away and demanded that the Decemvirate and their venture-captain representatives not forget those who serve them. The Shadow Lodge faction is headed by Grandmaster Torch, an infamous information broker who rules his fiefdom of favors and secrets from his sewer hideout in the Puddles district of Absalom.

Goal: Hold Your Leaders Accountable

The Shadow Lodge first broke away from the Pathfinder Society as a protest against the heavy-handed nature of its leaders, the Decemvirate. The Shadow Lodge has reformed into a watchdog group, and despite its sinister-sounding name, truly wants the best for the Society and its members. Some rogue members of the original Shadow Lodge do exist, though, and these fanatics still seek the downfall of the Decemvirate in spite of the reparations that have been made.

Shadow Lodge Traits

Members of the Shadow Lodge faction can take the following campaign traits at character creation or by taking the Additional Traits feat.

  • Aid Allies: When using the aid another action, you give your ally a +3 bonus instead of a +2 bonus.
  • Fortified: Some members of the Shadow Lodge aren’t completely convinced of the Decemvirate’s sincerity and fear potential reprisals. Through alchemical techniques and endurance training, you gain the ability to negate a critical hit or sneak attack scored against you once per day. This ability functions as the fortification armor special ability, with a 20% chance of success.
  • Medic: Your experience caring for wounded Pathfinder agents has granted you a +2 trait bonus on Heal checks made to treat diseases and poisons. Additionally, your caster level is considered one higher when casting spells of the healing subschool with remove in the spell’s name.
  • Shadow Diplomat: Balancing the political infighting of the Society’s factions grants you a +1 trait bonus on Diplomacy checks, and Diplomacy becomes a class skill for you.
  • Watchdog: As a member of the Shadow Lodge, you are trained to detect lies and doublespeak. You gain a +1 trait bonus on Sense Motive checks, and Sense Motive becomes a class skill for you.

Silver Crusade


Some members of the Pathfinder Society look upon recent events with dismay. The rampant infighting that ceased only a short time ago still has a chance to reemerge. On top of that, the actions of a few greedy and selfish members have besmirched the Society’s name. In response, the Silver Crusade faction formed, determined to root out undesirable elements within the Society and spread the cause of good through the Inner Sea—and beyond.

Goal: Use the Society for Good

Led by the retired Pathfinder Ollysta Zadrian, paladin of Sarenrae, this faction seeks to be more than just adventurers doing the bidding of the Decemvirate and the venture-captains. While other factions such as the Sczarni may use the Society for personal gain, the Silver Crusade attempts to transform the Society into an organization that aids the weak, destroys evil, and makes the world a better place.

Silver Crusade Traits

Members of the Silver Crusade faction can take the following campaign traits at character creation or by taking the Additional Traits feat.

  • A Sure Thing: Once per day, you gain a +2 bonus on a single attack roll against an evil-aligned creature. If the creature is not evil-aligned, this ability is wasted with no benefit.
  • Beneficent Touch: Once per day, when you cast a spell or use a class ability that heals hit point damage, reroll any 1s that appear on the dice and take the new roll (even if it is another 1).
  • Comparative Religion: Your allies within the Silver Crusade have taught you a lot about Golarion’s deities and their followers. You gain a +1 trait bonus on Knowledge (religion) checks, and Knowledge (religion) becomes a class skill for you.
  • Force for Good: Your good-aligned spells are especially powerful, and they function at +1 caster level. This trait makes your aura more powerful (one step higher), as outlined in the detect evil spell.
  • Unorthodox Strategy: You are particularly quick on your feet, and gain a +2 trait bonus on Acrobatics checks made to move through an enemy’s threatened squares.



Taldor’s strategy for seizing control of Absalom lies in turning its enemies against one another. Misdirection and psychological warfare are the orders of the day. Taldan missions might involve sparking old enmities between Qadira and Osirion or driving Cheliax and Andoran to rekindle their old war. “Sick the wolf on the tiger and the hunter’s work is done” is an old Taldan saying. After Baron Jacquo Dalsine’s disastrous leadership of the Taldor faction, Lady Gloriana Morilla has taken control and has concentrated efforts on restoring the prestige of the ancient empire, rather than pursuing trinkets.

Goal: Glory Once More

Petty differences and ancient feuds have slowly ground Taldor down from a great polished stone to a whittled nub. The key to restoring the empire’s sense of purpose lies in finding a suitable goal to galvanize Taldor’s splintered factions—an endeavor worthy of rediscovering the nation’s past glory. Lady Gloriana believes seizing the political reins of Absalom is the perfect medicine for the wasting disease deep in Taldor’s bones.

Taldor Traits

Members of the Taldor faction can take the following campaign traits at character creation or by taking the Additional Traits feat.

  • Expert Duelist: In your youth, you spent countless hours perfecting the art of the duel, focusing your feints on defeating a single foe. You gain a +1 trait bonus to your Armor Class so long as you are adjacent to a single foe. This trait bonus is not applied to your Armor Class for touch attacks or when you are denied your Dexterity bonus.
  • Fashionable: You spent your formative years as a young blade in Oppara and learned the ins and outs of using fashion to improve your relations with others. So long as you are wearing clothing and jewelry worth more than 80 gp, you gain a +1 trait bonus on Bluff, Diplomacy, and Sense Motive checks. One of these skills (your choice) becomes a class skill for you.
  • Impressive Presence: Your grandiose posturing often makes it difficult for anyone to concentrate around you. Once per day as a full-round action, you may attempt to distract adjacent foes with a lengthy display of your martial prowess. All adjacent foes must succeed at a Will save (DC 10 + 1/2 your level + your Charisma modifier) or gain the shaken condition. This condition persists for 1 round.
  • Performance Artist: As a youth, you were involved with the avant garde theater scene of Oppara. Your performance skills have been known to bring even the toughest crowd to their feet. Choose one type of Perform skill. You gain a +1 trait bonus on Perform checks of the chosen type and this skill becomes a class skill for you.
  • Vindictive: Your family is prone to endless feuds, and you were raised by people who simply do not forgive a slight easily. Once per day, you can declare a creature that has dealt you hit point damage to be your vindictive target as an immediate action when the damage is dealt. You receive a +1 trait bonus on damage rolls against this target for 1 minute.

Changing Your Faction

If at any point you become disillusioned with your faction, you can change to a new one. The longer you have spent in service to a faction, the higher the relative cost to change to one that trusts you less and hasn’t seen firsthand your ability to forward their goals. Changing your faction costs a number of Prestige Points equal to 3 times your character level, but does not alter your Fame score. (Prestige Points and Fame are fully explained in Chapter 5). You retain your faction traits, if any, but lose any faction-specific Prestige Awards you have accumulated during your time with your old faction; generic Prestige Awards from Table 5–4 and Vanities (Pathfinder Society Field Guide 60) are unaffected.

Season 4 Faction Goals

Each faction has specific goals it hopes to achieve during Season 4. Below is a brief overview of their motivations.

  • Andoran: Establish an embassy in Magnimar, and increase the city’s influence in Varisia at the expense of Korvosa’s.
  • Cheliax: Help Zarta Dralneen improve her reputation to combat an enemy in Egorian, and support Korvosa in its struggle for dominance in Varisia.
  • Grand Lodge: Ensure the success of the Heidmarchs’ lodge in Magnimar, and continue the war against the Aspis Consortium and any rogue Shadow Lodge agents.
  • Lantern Lodge: Fight the Aspis Consortium, ensure the route through the Hao Jin Tapestry is safe for Pathfinders, and restore honor to the faction.
  • Osirion: Find a cure for the Ruby Prince by researching Thassilonian magic and Lissalan curses.
  • Qadira: Claim new Varisian markets, exploit the shortcut to Varisia through the Hao Jin Tapestry, and establish trade with Janderhoff.
  • Sczarni: Unify disparate Sczarni families across Varisia under Guaril Karela’s leadership, and boost Riddleport’s influence in the region.
  • Shadow Lodge: Infiltrate the Aspis Consortium, and expand Grandmaster Torch’s spy network into Varisia.
  • Silver Crusade: Learn about Thassilon and prepare the unsuspecting populace for a coming war with evil.
  • Taldor: Establish a new aristocracy in Varisia with loyalties to Taldor.