PFS Renown Talent Locations


Pathfinder Society

Scarab Sages 3/5

Renown:

Renown (Ex) (Ultimate Intrigue pg. 12): The vigilante becomes known for deeds and abilities regardless of his current identity. This renown grants him favorable treatment in civilized company and lends him an air of menace while facing down his enemies. While he is in his social identity, a vigilante can spend 1 week gaining renown among the locals of any community of no more than about 200 individuals (a village, if using settlement population ranges on page 203 of the Pathfinder RPG GameMastery Guide). This could be the entire community or a smaller neighborhood in a larger settlement. He must spend at least 4 hours each day socializing and making contacts. After spending 1 week doing this, whenever he is in his social identity, all NPCs in the community have a starting attitude toward him that is one category better, as long as each person’s initial attitude would have at least been indifferent (see the Diplomacy skill description on pages 93– 94 of the Pathfinder RPG Core Rulebook for more information). While he gains renown in an area using his social identity, he also spreads rumors and tales about his vigilante identity. Once he has gained renown in a community, he gains a +4 circumstance bonus on Intimidate checks whenever he is in his vigilante identity. This bonus applies only while he is near the community in which he has gained renown; he must be within a number of miles equal to his vigilante level.

A vigilante can hold renown in a limited number of communities (normally one, with other social talents allowing two). If he gains renown in a new community, he must decide which one of his previous communities to lose. These effects are subject to GM approval. For example, the GM might rule that an NPC or monster has not heard any tales about the vigilante. Or, a foe may have a starting attitude toward him that’s one category worse, rather than one category better.

Masked Renown Feat:

Masked Renown
Source Inner Sea Intrigue pg. 13
Your masked persona is especially well known.

Prerequisites: Cha 13, Disguise 2 ranks.

Benefit: You gain the vigilante’s renown social talent (Ultimate Intrigue 12), allowing you to gather and maintain a reputation in a community.

Special: Beginning at 9th level, you can select this feat a second time to gain the great renown vigilante social talent.

So the point of this thread is to ideally be a list of scenarios by location and what level tier they are to see what locations would be good to select renown for. I'd love for people to add information to this thread for the benefit of vigilante players. My first post on Absalom adventures is information only gathered from the Wiki that lists the location, I have no idea how accurate these are or how much of the adventure takes place there. Other than Absalom, it seems like locations are pretty scattered, so if you think another place hosts a lot of scenarios, please suggest it be added to the list.

What do I need from you? Crowdsourced information! If you've played or run these adventures and know that any locations are not accurate, please update the list or let me know so I can update it.

The google doc link to comment on the list is here!

Absalom, Tiers 1-2
The Confirmation
The Consortium Compact
In Service to Lore (Retired)
The Rose Street Revenge
To Delve the Dungeon Deep (Retired)
A Vision of Betrayal (Retired)
The Wounded Wisp
Absalom, Tiers 1-5
Black Waters
Delirium's Tangle
The Disappeared
Echoes of the Overwatched
Eye of the Crocodile King
The Frozen Fingers of Midnight
The God's Market Gamble
The Hydra's Fang Incident
The Overflow Archives
The Penumbral Accords
School of Spirits
Silent Tide (scenario)
Slave Pits of Absalom
Slave Ships of Absalom
Trial by Machine
Absalom, Tiers 3-7
The Blakros Matrimony
Call of the Copper Gate
Mists of Mwangi (doesn't sound like you do much IN Absalom based on the name)
The Paths We Choose
Ruins of Bonekeep Level 1: The Silent Grave
Ruins of Bonekeep Level 2: Maze of the Mind Slave
Sewer Dragons of Absalom
The Silver Mount Collection
Song of the Sea Witch
Absalom, Tiers 5-9
The Blakros Connection
Fires of Karamoss
The Golden Serpent
Hands of the Muted God
The Hellknight's Feast
The Immortal Conundrum
Oath of the Overwatched
Ruins of Bonekeep Level 3: The Wakening Tomb
Sniper in the Deep
Absalom, 1-7
The Infernal Vault
Skeleton Moon
Voice in the Void
Absalom, Tiers 7-11
Abducted in Aether
Hall of Drunken Heroes
King Xeros of Old Azlant
The Kortos Envoy
The Mantis's Prey
Shadows Fall on Absalom
Absalom, Specials 1-11
Assault on Absalom
Blood Under Absalom
Grand Convocation 4712
Siege of Serpents
The Sky Key Solution
The Solstice Scar (Mostly Retired and mostly not in Absalom)
Year of the Shadow Lodge (scenario)
Absalom, Seeker Tier 12
Nothing Ventured, Nothing Gained (Eyes of the Ten Arc, Part 4)

Scarab Sages 4/5

In Service to Lore is not retired.

Absalom is likely the only city that will have enough adventures to matter. Season 4 begins in Magnimar a fair amount, but you're often departing from there to adventure elsewhere in Varisia. Oppara tended to show up a lot seasons 0-2, and again a bit in season 9. But unless you just actively seek out those scenarios, and you haven't already played them, it's going to be hard to get them all on one character.

Even with Absalom, a lot of those begin there, then depart for elsewhere.

Scarab Sages 3/5

Ferious Thune wrote:

In Service to Lore is not retired.

Absalom is likely the only city that will have enough adventures to matter. Season 4 begins in Magnimar a fair amount, but you're often departing from there to adventure elsewhere in Varisia. Oppara tended to show up a lot seasons 0-2, and again a bit in season 9. But unless you just actively seek out those scenarios, and you haven't already played them, it's going to be hard to get them all on one character.

Even with Absalom, a lot of those begin there, then depart for elsewhere.

Everything I'm seeing states that it was retired at GenCon in 2013 because Lantern Lodge and Shadow Lodge were retired then as well. All "first step" missions have been retired.

On Magnimar, the wiki only lists 4 adventures as taking place there, so hopefully there are some more it isn't mentioning. Oppara has six listed.

Magnimar, Tiers 1-5
Rise of the Goblin Guild
Magnimar, Tiers 3-7
My Enemy's Enemy
Testament of Souls
Magnimar, Tiers 5-9
The Bronze House Reprisal
Oppara, Quests Tiers 1
Honor's Echo Quest Chain
Oppara, Tiers 1-5
Library of the Lion
Oppara, Tiers 1-7
Among the Dead
Among the Living
The Dalsine Affair
Oppara, Tiers 7-11
The Lion's Justice

Scarab Sages 4/5

Parts 2&3 were retired. Part 1, which is In Service to Lore, was not. See the product pages. Note how 2&3 say retired, and 1 does not.

First Steps Part 1

First Steps Part 2

First Steps Part 3

Scarab Sages 4/5

For the list of scenarios, The Golemworks Incident takes place entirely in Magnimar. I'm not sure why the Wiki doesn't have it listed. There's definitely opportunity to make use of Renown in that one.

The more recent Mysteries Under Moonlight Part 1: Testament of Souls takes place in Magnimar. Part 2 takes place outside of Magnimar, but I think it's probably too far for the range of Renown to be useful.

The list doesn't appear to be including scenarios which begin at the Magnimar lodge, then move elsewhere in Varisia. There should be several in season 4 that do that. King of the Storval Stairs, for example. The problem is that renown won't be terribly useful in those scenarios, except maybe for a gather information check at the beginning.

EDIT: And for good measure on In Service to Lore, now that I'm at my computer and can search easier: LINK

John Compton wrote:
Majuba wrote:

In Service to Lore ... isn't retired... is it?

Congrats to everyone who got this event!

This is clearly what I get for copy/pasting Mark Moreland's list. *Shakes fist at Mark*

No, In Service to Lore is not retired.

That post is from May of 2015. In Service to Lore contains no reference to the Lantern Lodge, Amara Li, or Grandmaster Torch, though it does contain Guaril Karela and (I think) mention of the Sczarni, and Amenopheus. Basically there was discussion of retiring all of them, players and GMs protested about In Service to Lore, so it was kept active, and that hasn't changed since. It's still a good scenario, and a better introduction to society than some of the other evergreen scenarios.

Forgive any shortness of previous messages. I was posting from my phone. I completely understand why it's confusing trying to figure out whether or not it's retired. It's important to catch things like that, because having a post out there stating that it is retired when it's not just adds to the confusion.

Scarab Sages 3/5

Thanks for the information. I've added golemworks and the two mysteries missions to the list. I've also removed the removed the retired tag from In Service to Lore.

I've never played, run, or seen that mission run so I'd love to run it in the near future.

2/5

Pathfinder Adventure Path, Lost Omens Subscriber

It's fun. :)

Scarab Sages 4/5

No problem.

Just for bookkeeping, Eye of the Crocodile King and Hands of the Muted God are retired, though I believe that both still get run periodically by Tonya or the scenario author as special events at cons.

Mists of Mwangi does take place entirely in Absalom, despite the name. It’s the original Blakros Museum scenario. I’m not sure how useful renown would be for it, though.

Blakros Matrimony is technically too far outside Absalom, but a kind GM would let renown apply, as the majority of the guests are from Absalom, and this seems the perfect scenario for it. It’s going to be just outside the range for a 9th level vigilante’s renown.

Scarab Sages 3/5

It's always possible that when 2e comes out, retired adventures may become available to play again in some way.

It sounds like Absalom might be the only option that has a decent amount of scenario support.

I think Tian Xia has a some number of scenarios, but my initial research tells me that they are too far spread out to use renown. There are a lot of scenarios in Varisia, but they have a similar problem.

Riddleport, Tiers 1-5
The Cyphermage Dilemma
Severing Ties
Riddleport, Tiers 3-7
Rivalry's End

Kaer Maga, Tiers 1-7
The Shadow Gambit
The Twofold Demise
Kaer Maga, Tiers 3-7
Beyond the Halflight Path (Evergreen)
Kaer Maga, Tiers 5-9
The Stranger Within
Kaer Maga, Tiers 7-11
Feast of Sigils (scenario)

Korvosa, Tiers 1-5
Portent's Peril
The Veteran's Vault
Korvosa, Tiers 5-9
Fortress of the Nail
The Green Market

Scarab Sages 4/5

For Tian Xia, Goka is probably the best bet. But there are going to be a lot that start there then move elsewhere. Maybe it will be on par with Korvosa, but there might not even be that many.

If you add in sanctioned modules and APs, a few places get a boost. Academy of Secrets is in Korvosa. War for the Crown should at least partially be in Oppara (I haven’t played it, but I think the first part starts there). Rise of the Runelords at least visits Magnimar, though I’m not sure how much of the sanctioned content takes place there.

For that matter, with APs, Sandpoint might be a viable option. I can’t think of any scenarios that visit it, but several APs go through there.

Scarab Sages 3/5

Well, on the bright side, based on some quick math, it looks like you could advance quite far as a vigilante PFS agent that only operates in Absalom, so it's nice to have a list of what scenarios you could do and benefit from renown there.

Thanks for all the help Ferious Thune, I hope you find some benefit from the list as well.

Scarab Sages 4/5

I’ve been considering starting another Vigilante. I like the class a lot. My current one skipped renown. He’s “The Phantom of Oppara,” and at almost 6th level, he has yet to adventure in Oppara. Dalsine Affair is the only one I haven’t played already, and I’d consider burning a star on The Lion’s Justice. So I know it can be tough to pull off.

I wish PFS would expand renown to be by nation instead of by city. That would make it a lot more viable for the campaign.

Scarab Sages 3/5

I'm planning on making a Chu Ye Enforcer Vigilante in the near future and it looked like a lot of social talents, that happen to be relatively decent, are tied to renown. It definitely seems like renown isn't that useful in PFS, but I really like the RP concept of your character being somewhat famous or well-known. Without renown it makes me feel like a fighter putting on a mask and pretending to be a hero, but isn't that special.

One of my favorite renown talent interactions is gossip collector. I love the idea of the vigilante sitting at a web of information and just always knowing what happens in their city.

Scarab Sages 4/5

I've got some level dips, so in regular play (through 11th), I'll only end up Vigilante 8 with 4 Social Talents. One was taken up by Guise of Life (Dhampir with a Human Social ID), another will be Quick Change. I'll take Social Grace (Diplomacy) at 6th (3rd level Vigilante) and I think I was planning to just take Social Grace (Bluff, maybe) again with the other one. Maybe at level 12 I'll take Renown just because. It's doubtful I'll get to play the character much beyond that, as I'll have played a lot of the seeker content by the time I get there.

I think there are enough useful social talents to avoid Renown, but it looks like an Absalom focused Vigilante could make good use of it.

4/5 Venture-Agent, Tennessee—Chattanooga aka ZenithTN

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While this is an interesting exercise, since Renown is portable, taking a week to re-calibrate, why don't Vigilante players just assume Renown has been relocated to the next adventure?

It's no different than the off-camera Day Jobs, Handle Animal training, Retraining, and Alchemical crafting that takes place.

Scarab Sages 4/5

You don’t always know where you will be going until you hear the mission briefing.

Scarab Sages 3/5

Yeah exactly Thune, and it takes a whole week which is almost always longer than you'll be in a particular town for. There is no reason to think that you could simply move your renown to a new town during down time under the current PFS rules. I'd almost say that you would have to retrain the talent choice following retraining rules to move it.

That does bring up a good idea though, there should be an option in the Guild Guide that allows vigilante's to forgo their downtime to move their renown to a new location if they desire.

4/5 Venture-Agent, Tennessee—Chattanooga aka ZenithTN

zer0darkfire wrote:

There is no reason to think that you could simply move your renown to a new town during down time under the current PFS rules. I'd almost say that you would have to retrain the talent choice following retraining rules to move it.

That does bring up a good idea though, there should be an option in the Guild Guide that allows vigilante's to forgo their downtime to move their renown to a new location if they desire.

I disagree. There's a very good reason to think you could simply move your renown to a new town during down time.... it's hard coded into the ability.

Requiring the foregoing of downtime to do this seems punitive for utilizing a class feature.

The Exchange RPG Superstar 2010 Top 16

I think it would be reasonable to allow a character to shift his Renown during don time to the city in which the mission briefing takes place.

If you meet in Absalom and get whisked off to Kaer Maga, no. But if the mission briefing begins with you assembling in the apartments of a Riddleport agent, why not?

Scarab Sages 3/5

Let me clarify first by saying I would love this and would be appreciative if it was official. My hesitation is that I feel most GMs will not agree with the interpretation that your character just so happened to setup renown in the missions current city location.

A fun argument for this would be that, as a vigilante that utilizes renown, you simply get there a week earlier than you were requested to arrive at the mission location. The downside to this is that this may not make much sense for some missions.

If you look at the talent,

Triumphant Return:
The vigilante’s tales are never truly forgotten. This makes it easier to establish his renown in a place he has established it before. In any settlement where the vigilante previously gained renown, it takes only 3 days, rather than 1 week, to gain renown again. A vigilante must be at least 3rd level and have the renown social talent to select this talent.
I'm curious if you could simply say that before your next mission you simply setup renown in every city on Golorian. I mean, this is not something that is tracked anywhere anyway, just like passing a knowledge check in one scenario, but needing to make it again in a new scenario.

4/5 Venture-Agent, Tennessee—Chattanooga aka ZenithTN

Chris Mortika wrote:

I think it would be reasonable to allow a character to shift his Renown during don time to the city in which the mission briefing takes place.

Agreed.

Scarab Sages 4/5

It’s really going to depend on the nature of the briefing. So many recent scenarios start with a letter sending you somewhere else where a second “briefing” occurs. In those cases there probably isn’t time, since you don’t know you’re traveling until the scenario starts. But if it’s not specified, and more like you happen to be in a city before the briefing, then that might be ok. That would make it useful in series like The Devil We Know, which all takes place in the same city, but practically nothing else in the campaign is there.

4/5

If you want to include modules, add Godsmouth Heresy to Kaer Maga. Fun little L1 dungeon crawl, but quite a big map.

Scarab Sages 3/5

It looks like the take away here is to probably choose Renown (Absalom) at creation, and if you ever go somewhere else, ask if your vigilante could have reasonably been there early enough to activate renown in this new area (GM discretion).

Dark Archive 4/5

It would potentially be a good place to introduce a vanity with a modest cost that allows you to forgo other dayjob/ downtime to transfer your renown and eliminate ambiguity.

Liberty's Edge 1/5

Pathfinder Companion, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

Plus I fricken love Vanities and wish we had more of them...

Paizo Employee Organized Play Developer

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So long as the scenario/adventure says something along the lines of "The PCs were already in XYZ when summoned for the briefing" or similar, it's generally acceptable for the vigilante to declare that area their area of renown. If the PCs travel to the area as a result of the mission briefing, or if the mission briefing specifically declares an insufficient amount of time the PCs have been in the area, they can only select it as their area of renown if it was already listed prior to the mission briefing, or if enough time passes / has passed during the adventure or as described in the introduction/briefing to allow the area to be counted as an area of renown.

Basically, if it is reasonable based on the set-up of the scenario that the PC could have been there for the requisite amount of time, then it's permissable for them to declare it as their area of renown.

Scarab Sages 4/5

Thanks! Sounds fair.

The Exchange 5/5 Venture-Lieutenant, Texas—Dallas & Ft. Worth aka Belafon

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In my vigilante’s career I think I had time to establish renown exactly twice. Most mission briefings are “Welcome to City X! We need you to travel to Town Y for an important mission.”

Be sure to pay attention to the population limits for your renown level as well. Absalom, for example, has a population of over 300,000! The base renown limit of 200 people isn’t going to go farther than a block or two.

As a GM, if the mission is taking place in Absalom I ask the player where their renown is (what district). After the briefing as long as it’s not a “Drendle Dreng wakes you in the middle of the night” mission. If they have incredible renown, I let it apply for an entire district. If they have regular or great renown, then I will arbitrarily decide that one (and only one) encounter is in their area of renown as long as at least one encounter takes place in that district. Give the PC a chance to benefit, even if it’s not really probable that the one encounter in the Coins happens to take place within the radius of the 200 people that have heard of him.

Scarab Sages 3/5

Reknown is a very commonly misunderstood ability and I don't blame anyone for misunderstanding it, it is quite wordy. However, lets go over the important parts regarding Kevin's post.

While he is in his social identity, a vigilante can spend 1 week gaining renown among the locals of any community of no more than about 200 individuals (a village, if using settlement population ranges on page 203 of the Pathfinder RPG GameMastery Guide). This could be the entire community or a smaller neighborhood in a larger settlement. He must spend at least 4 hours each day socializing and making contacts. After spending 1 week doing this, whenever he is in his social identity, all NPCs in the community have a starting attitude toward him that is one category better, as long as each person’s initial attitude would have at least been indifferent (see the Diplomacy skill description on pages 93– 94 of the Pathfinder RPG Core Rulebook for more information). While he gains renown in an area using his social identity, he also spreads rumors and tales about his vigilante identity. Once he has gained renown in a community, he gains a +4 circumstance bonus on Intimidate checks whenever he is in his vigilante identity. This bonus applies only while he is near the community in which he has gained renown; he must be within a number of miles equal to his vigilante level.

So all you need to do is find a small community in Absalom and then even at level 1, the bonus stretches for a whole mile out of that area. It won't take very many levels before it covers the entirety of Absalom City.

The Exchange 5/5 Venture-Lieutenant, Texas—Dallas & Ft. Worth aka Belafon

Yes, zerodarkfire, you are correct. The intimidate bonus when in vigilante identity applies within quite a large area.

I was referring to the social side of renown (and of associated renown talents), which only apply in that much smaller area. As I described above - if possible I work in one encounter to let the NPCs start at friendly, or to get some celebrity perks, or some other benefit from being well known.

Scarab Sages 3/5

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Would you not call the mile(s) radius spread part of a vigilante's "area of renown"? Because I certainly would and that is what most, if not all, renown referencing abilities require.

The Exchange 5/5 Venture-Lieutenant, Texas—Dallas & Ft. Worth aka Belafon

zer0darkfire wrote:
Would you not call the mile(s) radius spread part of a vigilante's "area of renown"? Because I certainly would and that is what most, if not all, renown referencing abilities require.

No. The "area of renown" is the specific community in which he has spent time socializing and making contacts. Limited to a small population (200 to start with base renown.) While in that community he gains bonuses while in his social identity.

While he is making contacts, he also spreads rumors of his vigilante identity. While in his vigilante identity he gains a bonus on intimidate. This bonus applies anywhere within a number of miles equal to his vigilante level.

Scarab Sages 3/5

I don't really agree with that interpretation of "area of renown", if the vigilante is receiving bonuses from being in range of his community, then he is inside his "area of renown" in my opinion.

In fact, if you don't use the "mile per level" as an area of renown restriction, you could have vigilantes with areas of renown far larger than a couple of miles in extremely rural/spread out communities. Because of this, I prefer to use the specific listed size of an "area of renown" rather than the vague, any size area that you could come up with based on population distribution.

The Exchange 5/5 Venture-Lieutenant, Texas—Dallas & Ft. Worth aka Belafon

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Let's look at this from two different angles. What interpretation of the ability makes sense and what is the literal parsing of the text?

IF all of the benefits of renown were based on being with one mile per level of the community, then what would be the reason for increasing the size of the communities with Great Renown and Incredible Renown? Great Renown lets you choose two communities, so there's a benefit there. But why does Incredible Renown increase the population limit from 5,000 to 25,000? If it was all based on radius, why is this necessary? It wouldn't be. The population limits go up so that more people are familiar with your social identity and so that more people view you with an improved attitude.

Using a literal parsing, the last sentence of the first paragraph is key. "Once he has gained renown in a community, he gains a +4 circumstance bonus on Intimidate checks whenever he is in his vigilante identity. This benefit applies only when he is near the community in which he has gained renown; he must be within a number of miles equal to his vigilante level."
1. It specifically says "This benefit" (referring to the intimidate bonus), not "these benefits" (which would indicate more than one benefit).
2. It specifically says that the renown was gained in a community. Your area of renown cannot be both "a community of 200" and "anywhere within 1 mile/level of that community."

Scarab Sages 3/5

I still disagree with you, but this is mostly off topic and not a thread designed to discuss the ranges of renown, so let's just drop it or have the thread locked. I already have a nice list, a doc to comment on, and an organized play directors opinion on the original issue, so I'd say mission accomplished.

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