Absalom Specific Campaign Boons - Balance Advice and Feedback?


Homebrew and House Rules


Hi folks, I'm seeking feedback for my list of player boons for a Pathfinder homebrew game I'm writing. The setting assumes all players are members of an elite unit of the Absalom city guard, the Primary Independent Guard Squad (P.I.G.S. for short) and complete adventures similar to an episode of a TV cop drama with downtime between each mission, using a similar system of advancement to Pathfinder Society, with set gold earned for each mission and 3 missions resulting in a level increase.

Central to the game are the various factions the players join for rewards when completing secondary objectives during a mission. Each time they complete the objective, they earn one reputation with their faction. These unlock boons with their faction as they advance. The goal is to have players earn two reputation on average each level, with the possibility of three reputation if they're exceptionally talented at earning the secondary objective rewards.

I'm looking for your help in checking for loopholes, abuses or alternatively just bad design decisions of the boons the players earn from their faction. I've created five factions, and their boons are below. Does anything strike you as too powerful, or does one faction seem significantly better or worse than the others? Any other feedback at all?

——————————
------------------------------
——————————

Kortos Consortium - A ruthless cartel of merchants with fingers in every pie, the cartel’s goals are to squeeze maximum profit from every transaction. Their business interests lie in the secure transport of high value goods, magic items, slaves, and magical creatures both legal and illegal, as well as securing lucrative contracts for the Consortium or uncovering exploitable information on their competitors. Due to Absalom’s laws preventing collusion and price-fixing, the Consortium operates through undercover agents within the city to secure their interests.

Kortos Consortium Boons

Agent Boon - Merchant contacts allow you to secure the best deals in the city. You may purchase all goods except trade goods, magical items, alchemical items, or masterwork items at 75% of standard price. All items of 1 gold or less value can be obtained for free.

3 Reputation - The Consortium officially recognises you as a part of their organization. They intend to look after their investment well. At the beginning of a mission, you may select a single item worth up to 750 gp. You may use this item during the mission, though you must return it if possible when the mission concludes.

6 Reputation - Time spent dealing with ruthless merchants has fortified you against being a pushover. You gain Iron Will as a bonus feat. You gain a +2 bonus to your CMD vs. Trip and Bull Rush combat maneuvers.

9 Reputation - You’re supernaturally talented at turning a profit at other people’s expense. When another creature within 30 feet casts a spell with a range greater than touch, you can immediately attempt an opposed Charisma check against one of the spell’s intended targets (chosen by you). If you succeed at the check, you receive the spell’s benefit instead of the target. You may use this boon once per day for every 3 Reputation you possess.

12 Reputation - Business is booming, and you’ve earned your share of the rewards. Select any one item of up to 5,000 gp value. You immediately gain this item at no cost.

15 Reputation - Money talks, and you’ve learned its language. You automatically know whether someone will accept a bribe, and if so, what it will cost. You gain the ability to cast the 3rd level spell Tongues as a spell-like ability once per day. You gain a +2 bonus to all Linguistics checks, and add an extra language to the list of languages you know (excluding secret languages).

18 Reputation - You have an eye for quality, ensuring equipment is the best available. Once per day, you can specify either a manufactured weapon or a set of armor to benefit from your attention. A weapon gains a +1 bonus to attack rolls, a +1 bonus to critical confirmation rolls, and a +2 bonus to damage. A set of armor gains a +1 bonus to armor AC, increases its maximum Dexterity bonus by 1 point, and reduces its armor check penalty by 1 point. These are circumstance bonuses and last for 24 hours or until you select a new item to improve.

21 Reputation - In the cutthroat world of business, you know how to make the most of an opportunity. You may make a coup-de-grace attack with a light one-handed weapon as a standard action rather than a full-round action. When making an attack of opportunity, you add a +2 circumstance bonus to your attack roll and double the normal critical threat range of your weapon. If your weapon already benefits from another effect that increases its threat range (such as the Improved Critical feat), you instead increase the critical multiplier of your weapon by 1 (a weapon that deals double damage on a critical instead deals triple damage, a weapon that deals triple damage instead deals quadruple damage, etc.)

24 Reputation - You’ve mastered the art of loan risk management. As a swift action up to six times per day, you may gain a number of temporary hit points up to a maximum of ten times your hit dice, though you may choose less than this amount if you wish. These temporary hit points last for one minute or until discharged. One minute after you gain these hit points, you immediately take damage equal to double the amount of temporary hit points gained. This damage cannot be reduced or prevented. If the damage is enough to reduce your current hit points below your negative constitution score, you die. This boon cannot be used more than once every 10 minutes.

27 Reputation - You’ve gained a reputation as a skinflint. You are permanently under the effects of Stoneskin, gaining DR 10/adamantine. Any weapons you wield, including ammunition, are considered to be alchemical silver for the purpose of bypassing DR. When you cast or are the target of any spell with an expensive material component (such as Raise Dead or Restoration), the cost of the material component required is only 50% of normal cost.

30 Reputation - The Kortos Consortium offers you an executive position on its board of directors. You gain a 25% increase in WBL for each successful mission completed. You may purchase masterwork items, magical items and alchemical items for 90% of standard cost, and other items excluding trade goods at 50% of standard cost. Once per day, instead of rolling an attack roll, you can add +20 to your modifier and treat the total as your result. This is not treated as a critical threat.

——————————
------------------------------
——————————

House Arnsen - The noble House Arnsen has lofty goals for the future. Lord Avid of House Arnsen is the current teriarch, or ruler, of the city of Diobel to the west of Absalom, and a bitter rival to his once-childhood friend, the current primarch of Absalom, Lord Gyr. He has set his eyes on attaining status for his name within Absalom, aiming not only to include his house among the city’s most powerful, but put himself first in line for the position of primarch upon Lord Gyr’s death. An influential man with deep pockets, he uses his agents to further his own agenda, gathering political influence through alliance or blackmail as the opportunity permits.

House Arnsen Boons

Agent Boon - The backing of Lord Avid ensures you have access to the creature comforts afforded those favored by nobility. You gain a Townhouse residence in the Eastgate district at no monthly charge. You can secure any nonmagical item worth 5 gp or less from your home while in the Eastgate district in 1d10 minutes, and need only track purchases of meals or taxes in excess of 10 gp.

3 Reputation - The political undercurrents of Absalom are where you thrive. You gain a +2 bonus to Bluff checks to attempt to deceive someone or pass a secret message. You gain a +2 bonus to Diplomacy checks to gather information or make requests. You gain a +2 bonus to Intimidate checks to coerce a target or change their attitude. You gain a +2 bonus to Knowledge (Local) and Knowledge (Nobility) checks related to Absalom. You gain a +2 bonus to Sense Motive checks to detect a lie or secret message. Choose one of these skills. The selected skill is a class skill for you.

6 Reputation - You’re always one step ahead of the competition. You gain Improved Initiative as a bonus feat. You gain a +2 bonus to your CMD vs. Dirty Trick and Steal combat maneuvers.

9 Reputation - Your name is well known among those with ties to Lord Avid. As an immediate action you may reroll a Bluff, Diplomacy, Intimidate or Sense Motive check you have just made before the results of the roll are revealed. You must take the result of the reroll, even if it's worse than the original roll. You may use this boon once per day for every 3 Reputation you possess. Additionally, you may always choose to take 10 on any Bluff, Diplomacy, Intimidate or Sense Motive check, even when you could not normally do so. You cannot choose to take 10 if you’ve already attempted to roll a check.

12 Reputation - You keep close watch on your enemies, and know how to uncover their weaknesses. Any time you succeed at a Knowledge (Local) or Knowledge (Nobility) check against a creature, you gain a +2 insight bonus on attack rolls, AC, saving throws and skill checks against that creature for 1 minute. As a free action during this time, you can share a piece of information about the creature with your allies to extend this same bonus to them.

15 Reputation - People are your tools, and you know how to use them effectively. You automatically succeed at checks to determine if someone is under the effect of magical compulsion or possession. You gain the ability to cast the 3rd level spell Suggestion as a spell-like ability once per day. You add +2 to the DC of any Intimidate check to demoralize, coerce or change your attitude.

18 Reputation - It’s good to know the right people. Your cultivated network of friends, contacts and informants constantly feed you information, granting you Bardic Knowledge with a class level equal to your hit dice. A character with this feature already may instead choose to add a +2 circumstance bonus to all Knowledge checks. Additionally, you gain Skill Focus as a bonus feat in Bluff, Diplomacy, Intimidate, Sense Motive or a single Knowledge skill.

21 Reputation - You’re a master at unraveling an opponent’s strategies through intuition. You may use your Sense Motive in place of Spellcraft as an immediate action to identify a spell as it’s being cast by a creature within 30 ft., provided the spell contains verbal or somatic components and the caster is visible to you. If successful, you may immediately counterspell the spell if able as part of the immediate action. You may make a Sense Motive check as immediate action when the target of a combat maneuver, provided the enemy is visible to you. If your result exceeds your opponent’s combat maneuver check, you add a +4 circumstance bonus to your CMD. This bonus applies only against the creature who attempted the combat maneuver, and lasts until the beginning of your next turn.

24 Reputation - Your powers of intimidation let you thwart your opponent’s attacks. When you are critically hit in melee, you may make an Intimidate check as an immediate action up to six times per day. Success causes the target to be demoralised as normal, and you take normal damage instead. If the attack penalty from Intimidate would cause the critical confirmation to fail, you instead take no damage from the attack. Regardless of the outcome, you do not trigger attacks of opportunity from the target for one minute. This boon cannot be used more than once every 10 minutes.

27 Reputation - With a witty quip and a flourish, you bewilder your opponents in combat. You add your Charisma bonus (if any) to your Initiative modifier. You always act in a surprise round, even when unaware of the enemy. As a free action after threatening a critical but before rolling to confirm, you may take a -4 penalty to the confirmation roll to attempt a Charisma check with a +4 bonus (DC = 10 + target HD). On success, your opponent is stunned, confused or cowering (your choice) for a number of rounds equal to your Charisma modifier. Resolve this attempt before confirming the critical confirmation.

30 Reputation - Lord Avid is most pleased with your service. You gain a Manor residence in the Petal district at no monthly charge. You can secure any item worth 25 gp or less from your home while in the Petal district in 1d10 minutes, and need only track purchases of meals, entertainers, messengers, mounts, servants, transport, workers, spellcasting services, or taxes in excess of 100 gp. All locations within Absalom requiring exclusive membership are open to you and anyone who accompanies you, and NPCs who would normally have an Indifferent starting attitude towards you instead begin as Friendly. Once per day, instead of rolling a Bluff, Diplomacy, Intimidate, or Sense Motive check, you can add +20 to your skill modifier and treat the total as your result. This is not treated as a critical success.

——————————
------------------------------
——————————

Chamber of Ecclestials - This alliance of churches is headed by nomarch Sindoi of the Thousand Poems, an elderly Vudrani man who has led the council for eight decades. An accomplished philosopher and artist, he professes worship of all gods and none, and acts as the impartial mouthpiece of the myriad religious groups that attempt to find cohesion within Absalom. His agents are expected to respect his desire to maintain his status as a neutral mediator for conflicts, avoiding mention of his influence in affairs which require intervention to maintain balance between the various factions within the churches of the city, quenching the fires of religious zealots before they spread.

Chamber of Ecclestials Boons

Agent Boon - The major churches of Absalom offer you training with their specialists. At the start of each mission, or once per day with 1d4 hours of training while in the Ascendant Court district of Absalom, you may select one of the following boons:

Boon of the Seventh Church - The rigorous training of the faithful of Iomedae sharpen your martial prowess. For 24 hours or until you select a new boon, you gain a +1 sacred bonus to attack and damage rolls with melee or ranged weapons.

Boon of Cayden’s Hall - Although a drinking session with the holy bartenders of Cayden Cailean might not be your first expectation when seeking training, you can’t deny you feel luckier afterwards. You gain a +1 luck bonus to all saving throws for 24 hours or until you select a new boon. During this time, once per day before you roll a d20, you may declare the use of this boon to roll twice and take the more favorable result.

Boon of the Pleasure Salon of Calistria - Your time spent with the courtesans of Calistria has both lifted your spirits and taught you to visit threefold vengeance unto those who inflict pain upon you. You gain a +1 morale bonus on Charisma based skill checks and ability checks for 24 hours or until you select a new boon. During this time, up to three times per day when you are damaged by a creature in melee, you may make an attack of opportunity against that creature with a +1 morale bonus on the attack roll.

Boon of the Temple of the Shining Star - The gentle guidance of the healers of Sarenrae have blessed you with a limited measure of her power. You gain the ability to channel positive energy to heal living creatures or damage undead once per day for 24 hours or until you select a new boon, treating your hit dice as your effective Cleric level. If you already possess the ability to channel positive energy, you instead gain two additional uses of your channel energy ability for the duration of the boon. This boon does not allow you to meet the prerequisites for any other feat, class or the like, such as those that require the Channel Energy class feature.

Boon of the Black Mask - The friendly alchemists in this costume shop which is definitely not a secret temple to Norgorber share some advice about handling dangerous substances, and even gift you with a few short-dated samples for ‘research purposes.’ You gain the poison use class feature and deal an extra 1d6 profane damage with any poisoned attack (whether or not the poison is effective) for 24 hours or until you select a new boon. Additionally, you gain 3 doses of injury poison (Fort DC 10 + ½ your HD + your Wisdom modifier) that cause the target to become sickened and fatigued for 1d6 rounds on a failed saving throw. This poison has no value if sold and turns inert after 24 hours. This boon does not allow you to meet the prerequisites for any other feat, class or the like, such as those that require the poison use class feature.

3 Reputation - You’ve been granted authority to use any means necessary for the fight against enemies of the faith. Select any one Inquisitor inquisition granted by your deity. If you do not worship a deity, select any one inquisition (subject to GM approval). Your effective Inquisitor level for this inquisition is equal to your hit dice. An Inquisitor instead gains an inquisition from those available to them, in addition to their normal domain.

6 Reputation - The strength of the gods fill your body. You gain Great Fortitude as a bonus feat. You gain a +2 bonus to your CMD vs. Grapple and Overrun combat maneuvers.

9 Reputation - A seed of divine power has taken root in your soul, granting you the blessing of the gods. Select any one Warpriest blessing granted by your deity. If you do not worship a deity, select any one blessing (subject to GM approval). If you have levels in a class that grants Cleric domains, the blessing chosen must match a domain selected by your class. Your effective Warpriest level for your blessing is equal to your hit dice. You may use this blessing once per day for every 3 Reputation you possess. This boon does not allow you to meet the prerequisites for any other feat, class or the like, such as those that require the blessings class feature. A Warpriest instead gains an additional blessing from those available to them, and increases their power call upon these blessings an additional time per day for every 3 Reputation they possess.

12 Reputation - Whether by divine blessing or unholy ritual, your soul is bound closer to your body than most. When you are killed by hit point damage, your soul lingers in your body for a number of rounds equal to your Constitution modifier. You are still dead, but a creature can make a DC 10 Heal check as a standard action to realize that you can still be saved. You can be healed by magic as if you were alive. If you are healed enough hit points that you would no longer be dead, you are alive again, but you gain one permanent negative level.

15 Reputation - You’ve spent much time among the faithful, and hear whispers of the divine voices that surround them. You gain the ability to cast the 3rd level spell Prayer as a spell-like ability once per day. You gain a bonus to Knowledge (Religion) checks equal to half your hit dice, and may make such checks untrained. Knowledge (Religion) is a class skill for you.

18 Reputation - Not all divine power comes from the gods, and the attention of more primal forces has granted you their favor. Select a Shaman spirit. You gain the use of a single a hex from that spirit’s list. Your effective Shaman level for your hex is equal to your hit dice. This boon does not allow you to meet the prerequisites for any other feat, class or the like, such as those that require the hex class feature. A Shaman instead gains an additional hex from those available to them from their spirit, in addition to their normal hexes.

21 Reputation - The touch of divine power within you grants you resistance to the elements. If you are good aligned or spontaneously cast cure spells, you gain acid resistance 5, cold resistance 5, and electricity resistance 5. If you are evil aligned or spontaneously cast inflict spells, you gain cold resistance 5, electricity resistance 5, and fire resistance 5. If none of the previous conditions are applicable, you instead select one of the two options. These resistances stack with any racial resistances you possess.

24 Reputation - The gods hear your prayers, and though your body may be broken, they allow you to linger a moment longer on the mortal plane. Up to six times per day, when you would be killed by hit point damage, massive damage, ability damage, suffocation, negative levels, a failed saving throw, spell or death effect, you gain the supernatural ability to instead remain conscious and disabled at your new negative hit point total or a hit point total equal to your negative Constitution score, whichever is lower. You may use this boon for a duration of one minute, and are immune to the dying, helpless and unconscious conditions during this time. Effects on you persist, and you continue to accrue damage as normal during this time as the ghostly outline of your soul visibly slips further away from your body. One minute after using this boon, if you are still subject to a condition that would cause death, you are dead and cannot be brought to life by any power other than a Resurrection, True Resurrection, Miracle or Wish. If you are no longer subject to a condition that would cause death, you instead gain two permanent negative levels. This boon cannot be used more than once every ten minutes.

27 Reputation - The spark of your faith allows you to draw deeply on your divine aspect. Select any one Cleric domain granted by your deity. If you do not worship a deity, select any one domain (subject to GM approval). You gain the domain powers of your selected domain (but not other features such as bonus spells or domain spell slots) with an effective Cleric level for your domain powers equal to your hit dice. This boon does not allow you to meet the prerequisites for any other feat, class or the like, such as those that require the domain class feature. A Cleric instead selects an additional domain from those available to them, gaining access to both domain powers and domain spells as normal.

30 Reputation - Sindoi of the Thousand Poems thanks you humbly for your support, happy to report the Chamber of Ecclestials have unanimously awarded you the title of Champion of the Court. Once per day, instead of rolling a saving throw, you can add +20 to your modifier and treat the total as your result. This is not treated as a critical success. At the start of each mission, or once per day with 1d4 hours of meditation while in the Ascendant Court district of Absalom, you may select one of the following Champion boons:

Champion of the Seventh Church - The high priest of the Seventh Church, Genedair the Faithful, bestows laurels upon you for your unmatched strength and valor in combat. For 24 hours or until you select a new boon, you and all allies within 10 ft. of you gain a +1 sacred bonus to attack and damage rolls with melee or ranged weapons. During this time, you gain the ability to Smite Evil three times per day, treating your hit dice as your effective Paladin level. A Paladin instead increases their ability to Smite Evil an additional three times per day. Iomedae’s blessing lets you transform yourself into an avatar of divine wrath. If you are no more than one alignment step from Lawful Good, you may gain the benefits of both Righteous Might and Holy Sword at the same time as a supernatural ability with a caster level equal to your hit dice. You may activate this boon as a swift action for a number of rounds per day equal to your hit dice, though these rounds need not be consecutive.

Champion of Cayden’s Hall - You are crowned eternal champion of all drinking contests, undisputed victor against the entirety of Cayden’s faithful within his hall. You gain a +1 luck bonus to all attack rolls, damage rolls, skill checks, ability checks and saving throws for 24 hours or until you select a new boon. During this time, a number of times per day equal to your hit dice, before you roll a d20, you may declare the use of this boon to roll twice and take the more favorable result. In your less sober moments, you think you’ve caught glimpses of Cayden smiling at you, welcoming you to share a drink. If you are no more than one alignment step from Chaotic Good, instead of rolling 2d20, you may spend a full round action drinking an alcoholic beverage. This action provokes attacks of opportunity, and requires you have an alcoholic beverage on your person. If all your allies present perform the sacred chant of Cayden Cailean during your action (Chug! Chug! Chug! Chug! Chug!), you reduce this to a swift action. The next time you would roll a d20, you instead treat the result as an automatic natural 20.

Champion of the Pleasure Salon of Calistria - You’ve been welcomed into Calistria’s embrace, experiencing pleasures beyond description and discovering the darkest parts of your hidden desires. You gain a +1 morale bonus on all attack rolls, damage rolls, skill checks, ability checks and saving throws for 24 hours or until you select a new boon. During this time, a number of times per day equal to your hit dice, when you are damaged by a creature in melee, you may make an attack of opportunity against that creature with a +2 morale bonus on the attack roll. Calistria’s vindictive nature allows you to inflict agonizing punishment on your enemies through her blessing. If you are no more than one alignment step from Chaotic Neutral, when you are struck by a critical hit, instead of making an attack of opportunity, you may choose to have your body erupt into a swarm of wasps, avoiding the attack. If so, you negate all damage from the attack and immediately move to occupy the square of the creature that struck you. While in swarm form, you are considered to possess the swarm subtype composed of diminutive creatures. You lose any AC from shields or armor (including natural armor), but retain your normal size, Dexterity, Dodge and deflection bonuses, and armor bonuses from force effects. You do not provoke attacks of opportunity, and become immune to weapon damage, poison, flanking, sneak attacks, and critical hits. You can't attack or cast spells with verbal, somatic, material, or focus components while in swarm form. You gain a pain attack which targets any creature in your square. The target of your pain attack must succeed their saving throw (Fort DC 10 + ½ your HD + your Wisdom modifier) or be wracked with pain for a number of rounds equal to your Wisdom modifier. On a success, they suffer a -4 penalty on attack rolls, skill checks, and ability checks; on a failure, they also gain the Stunned condition. Creatures immune to pain are immune to your attack. You return to your normal form as a free action at the beginning of your next turn, arriving at the closest free square to your previous position.

Champion of the Temple of the Shining Star - You bask in the warmth of Sarenrae’s light, granting you an aspect of her power. You gain the ability to channel positive energy to heal living creatures or damage undead twice per day for 24 hours or until you select a new boon, treating your hit dice as your effective Cleric level. This boon does not allow you to meet the prerequisites for any other feat, class or the like, such as those that require the Channel Energy class feature. If you already possess the ability to channel positive energy, you instead gain four additional uses of your channel energy ability for the duration of the boon. Sarenrae’s light shines from within you, causing your eyes to glow like the sun through her blessing. If you are no more than one alignment step from Neutral Good, you gain the Daylight spell as an at-will spell-like ability. You gain a blinding gaze attack (Fort DC 10 + ½ your HD + your Wisdom modifier) with a range of 30 ft. for 24 hours or until you select a new boon. Creatures with light sensitivity take a -2 penalty on this saving throw. The area of this gaze attack counts as direct sunlight for the purpose of creature weaknesses. Creatures with no eyes or who do not rely on sight are immune to your gaze. You may activate your gaze attack as a free action for a number of rounds per day equal to your hit dice, though these rounds need not be consecutive.

Champion of the Black Mask - You are shown secret books, taught secret methods, given secret skills. You gain the poison use class feature and deal an extra 2d6 profane damage with any poisoned attack (whether or not the poison is effective) for 24 hours or until you select a new boon. Additionally, you gain the ability to manufacture a number of doses of injury poison equal to your hit dice per day (Fort DC 10 + ½ your HD + your Wisdom modifier) that cause the target to become nauseated and exhausted for 2d6 rounds on a failed saving throw. This poison can only be created at the Black Mask, has no value if sold and turns inert after 24 hours. Norgorber’s favor gives you an edge when using his gifts. If you are no more than one alignment step from Neutral Evil, you may draw a dose of poison and apply it to a weapon as an immediate action provided you have at least one hand free. You (but not your allies or other creatures) may perform a lethal coup-de-grace attack against any creature under the effects of your Champion’s poison. This boon does not allow you to meet the prerequisites for any other feat, class or the like, such as those that require the poison use class feature.

——————————
------------------------------
——————————

The Forthright Men Thieves’ Guild - Based out of a crumbling ruin of a castle within the Coins District known as the Temple of Lost Coins, this ramshackle building is the front for a guild of thieves known as the Forthright Men, led by their guild master known as the Harlequin, who both dresses in bright motley and hangs every abandoned circus banner and fair streamer ever dropped or discarded in Absalom from the temple’s arches. As a result of a loophole in the District law, the Forthright Men are a legal organization as long as they pay taxes on their profits and never deny their involvement in any crime of trespass or theft. With obvious interests in monitoring the daily events of the city’s finest guardians, the Harlequin offers generous support for those willing to assist an honest citizen such as himself in the course of practicing his trade.

The Forthright Men Thieves' Guild Boons

Agent Boon - You have friends in low places. Once per day you may spend 1d10 minutes to summon your Thieves’ Guild allies to assist you. You gain two 1st level Guild followers (typically a Brawler and a Rogue) who will each assist you with a single task. This task may range from assisting with a single combat encounter, to delivering a message, returning a prisoner to the local guardhouse, creating a distraction while you sneak past sentries, or other tasks, but once they judge their task complete, your followers will leave. At 6 Reputation your Guild followers are 2nd level, and continue to increase in level with every additional 6 Reputation gained.

3 Reputation - You know the streets like the back of your hand. Thanks to your Guild contacts, you’re aware of numerous short-cuts, rooftop paths and secret entrances scattered throughout Absalom. As a standard action during a chase, once per day you may choose to bypass an obstacle by using a secret route. If you wish to allow your allies to use the same route, you must spend an additional standard action per ally. Additionally, you gain a +2 insight bonus on all checks made during a chase within Absalom, and never suffer penalties for slow speed when navigating obstacles. Whenever you make a Perception check to find a secret door within Absalom, you add a +2 circumstance bonus to your check and may roll 2d20, taking the better result.

6 Reputation - Only the strong survive for long in the criminal underworld. You gain Toughness as a bonus feat. You gain a +2 bonus to your CMD vs. Disarm and Sunder combat maneuvers.

9 Reputation - You’ve learned a thing or two about hitting your enemies in their weak spots. As an immediate action before making an attack roll, you can declare the attack to be a sneak attack as per the Rogue class feature. Add a number of sneak attack dice equal to half your hit dice. The attack must qualify as a sneak attack in order for the damage to apply. If you already have another source of precision damage (such as the sneak attack class feature) these dice stack with your existing damage. You may use this boon once per day for every 3 Reputation you possess. This boon does not allow you to meet the prerequisites for any other feat, class or the like, such as those that require the sneak attack class feature.

12 Reputation - Special tutelage in the Thieves’ Guild has improved your knowledge of traps. You gain Learn Ranger Trap as a bonus feat, treating your hit dice as your Ranger level for the purpose of this feat. You gain Trap Sense (Ex), giving a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps, or improve your existing bonuses by +1 if you already have the Trap Sense class feature. You gain the Trap Spotter (Ex) Rogue talent, or gain an additional Rogue talent if you already have the Trap Spotter Rogue talent.

15 Reputation - Working with shadowy figures has given you a sixth sense when it comes to invisibility. You gain Blindsense (Ex) with a range of 5 ft.; this stacks with any other source of Blindsense you may gain. You gain the ability to cast the 3rd level spell Invisibility Sphere as a spell-like ability once per day. If you are struck in melee by an unseen or invisible creature who then moves in the same round, you automatically know which square the creature ended its movement inside.

18 Reputation - You know how to take advantage of your environment in a fight. You treat 20% concealment as 50% concealment; this doesn’t grant total concealment, it only increases the miss chance. When in difficult terrain, you may spend a swift action to take a 5-foot step, avoiding attacks of opportunity for movement as normal. You ignore the effects of poor visibility on movement speed, although blindness and total darkness affect you normally.

21 Reputation - You greet darkness as an old friend. When in dim light (but not total darkness), you gain a +2 circumstance bonus to Stealth checks. Additionally, you may use the Shadow Jump ability as per the Shadowdancer prestige class up to a total of 40 feet per day. This stacks with any distance gained from the Shadowdancer prestige class.

24 Reputation - Nothing escapes your notice. You gain the ability to activate True Seeing as a standard action supernatural ability for a duration of one minute up to six times per day. You gain a competence bonus to your Perception checks equal to half your hit dice while using this boon. This boon cannot be used more than once every ten minutes.

27 Reputation - Working with the Guild has remarkable benefits. You gain a single Rogue Talent and Advanced Rogue Talent, even if you are not a high enough level to qualify for an Advanced Rogue Talent, treating your hit dice as your Rogue level. Aside from this exception, you must otherwise meet all prerequisites required for selecting the talent.

30 Reputation - There are whispers among the Forthright Men that you are next in line for the title of Guild Master. When you summon your Thieves’ Guild allies to assist you, you gain two followers two levels lower than your own level who will each assist you with two tasks. Once per day, instead of rolling a Disable Device, Perception, Sleight of Hand or Stealth check, you can add +20 to your skill modifier and treat the total as your result.

——————————
------------------------------
——————————

The Arcanamirium - Not only the largest and oldest school in Absalom, but quite possibly the most prestigious arcane academy in the entire Inner Sea region of Golarion, the Arcanamirium is one of the most influential non-governmental bodies in all of Absalom. Lord Gyr of House Gixx is both First Spell Lord of the Arcanamirium and primarch of Absalom, placing the academy firmly in the camp of those loyal to the city Council. Every tenured teaching spellcaster employed by the school is allowed to sponsor one student each year, who receive their education free of charge. In exchange for these free lessons, sponsored students are expected to assist their tutor in a variety of tasks, some of which may be related to secret research.

The Arcanamirium Boons

Agent Boon - You’ve gained the attention of a powerful figure within the Arcanamirium, who sponsors your apprenticeship in the academy. Select either the Sorcerer or Wizard class. You can use spell trigger and spell completion items as if you were either one level higher in that class, or first level if you have no levels in that class. Select three cantrips and one first level spell from the spell list of your selected class. The selected spell must not require an expensive material component as part of its casting. You can cast the selected cantrips at will as a spell-like ability. You can cast the selected first level spell three times per day as a spell-like ability. Your ability modifier for these spells is either Intelligence or Charisma based depending on your class choice, and requires a score of 11 or higher in the relevant ability.

3 Reputation - The training you’ve received has improved your capacity for magic. You treat your primary casting ability score as four points higher for the purpose of bonus spells per day. Spells you cast upon yourself manifest at +2 caster level. This bonus does not extend to any additional targets of the spell.

6 Reputation - Your sudden promotion to chief research assistant after witnessing your predecessor’s early retirement whilst handling unstable spell matrices has taught you the value of never being in the wrong place at the wrong time. You gain Lightning Reflexes as a bonus feat. You gain a +2 bonus to your CMD vs. Drag and Reposition combat maneuvers.

9 Reputation - You’ve learned a few tricks to activating items. As an immediate action you may reroll a Use Magic Device check you have just made before the results of the roll are revealed. You must take the result of the reroll, even if it's worse than the original roll. You may use this boon once per day for every 3 Reputation you possess. Additionally, you never suffer a mishap when activating a scroll via Use Magic Device, though you may still fail to activate the item.

12 Reputation - You’ve learned a lot about magic, including how to best break it. Whenever you make a dispel check (such as using Dispel Magic), roll 2d20 and take the better result.

15 Reputation - Your studies into the arcane grant you insights beyond the scope of most practitioners. You gain the ability to cast the 3rd level spell Arcane Sight as a spell-like ability once per day. You gain a +2 bonus to Knowledge (Arcana) checks, and it takes you only one round using Detect Magic to discern the strength and location of each aura.

18 Reputation - You’ve learned the divisions between magical disciplines is not so clear as many would believe. If you possess the spells or spellcasting class feature, add one additional spell per caster level from any class’s spell list to your list of spells known. If your class could not normally cast that spell, it is treated as one level higher than it is on the original class’s spell list. You may select spells higher than your maximum spell level, but you are unable to prepare or cast these spells until you have the appropriate level of spells per day. If you lack the spells or spellcasting class feature, you instead gain two spell-like abilities of each spell level selected from any class list, each usable once per day. The spell level cannot exceed half your hit dice, and must not require an expensive material component as part of their casting.

21 Reputation - Your discoveries in magical theory have empowered your ability to modify spells. Select a Metamagic feat for which you meet the prerequisites. You gain that Metamagic feat as a bonus feat. As a special usage, you may apply this Metamagic feat to a number of spells per day equal to your caster level using a spell level one lower than normal, to a minimum of the spell’s normal level. Spontaneous casters apply this Metamagic feat in this way without an increase in casting time. If you lack the spells or spellcasting class feature, you may only select a Metamagic feat with a level increase of +1 or lower, applying it to your spell-like abilities as above. Additionally, you may apply the effects of metamagic rods to your spell-like abilities.

24 Reputation - Your magic is a powerful tool, and you are a master of shaping it to your desires. Up to six times per day, as an immediate action before making an attack roll, skill check or saving throw, you can sacrifice a prepared spell, spell-like ability or unused spell slot to gain a luck bonus equal to the spell’s level to that type of roll for a duration of one minute. This boon cannot be used more than once every ten minutes.

27 Reputation - You’ve proven your mastery of the schools of magic, and gained insight into their function as a result. Select an arcane school (Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy or Transmutation). You gain the school powers of that arcane school as per a specialist Wizard, treating your hit dice as your Wizard level. You do not gain any other benefits such as additional spell slots from this selection. This boon does not allow you to meet the prerequisites for any other feat, class or the like, such as those that require the arcane school class feature. A specialist Wizard may instead select an additional arcane school, gaining the school powers of this school (but not any other benefits such as additional spell slots), provided the school is not one of his opposition schools. A universalist Wizard instead gains an additional spell slot of each level he can cast, as per a specialist Wizard, but with no school restriction on these slots.

30 Reputation - You’ve completed your studies within the Arcanamirium, attaining the status of arcanscenti. Select three fifth level or lower spells and one sixth level or lower spell from the spell list of your previously selected class. The selected spells must not require an expensive material component as part of their casting. You can cast each of the selected spells three times per day as a spell-like ability. Your ability modifier for these spells is either Intelligence or Charisma based depending on your class choice, and requires a score of 16 or higher in the relevant ability. Once per day, instead of rolling a Concentration, Knowledge, Spellcraft or Use Magic Device check, you can add +20 to your modifier and treat the total as your result. This is not treated as a critical success.


If this is similar to a PFS faction, it should represent training or help your group can give to you. I'd avoid any immediate personal bonuses like +20 to a skill or SLAs. Mechanically I'd shy away from more than +1/Lvl bonus that is usable anywhere anytime once per day.

25% discount is pretty high in organized play. I'd make it mundane items only.

Keep the fluff text high as the purpose of factions is to encourage immersion rather than mechanical bonuses. If you think it's a vehicle for buffs or discounts then it's a >magical< guild with dues, special spells & foci, and magical paraphernalia.

WBL levels are kinda disproportionate between PCs, NPCs, monsters. The main reason is there's the assumption that PCs will always win and take the monster's stuff. In most games it's 95% true so it's there to limit income. In Org Play it's less of an issue as stuff found is lost at the end of a game.

I'd look back at RPGA, Living Greyhawk and Living Arcanis. Blackmoor never did seem to get off the ground.

Community / Forums / Pathfinder / Pathfinder First Edition / Homebrew and House Rules / Absalom Specific Campaign Boons - Balance Advice and Feedback? All Messageboards

Want to post a reply? Sign in.
Recent threads in Homebrew and House Rules