TEXT: PLAYER’S GUIDE
  
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  System Reference Document © 2000, Wizards of the Coast, Inc; Authors: Jonathan Tweet, Monte Cook, and Skip Williams, based on material by E. Gary 
  Gygax and Dave Arneson.
  Pathfinder Adventure Path: Shattered Star Player’s Guide © 2012, Paizo Publishing, LLC; Author: Adam Daigle, Mark Moreland,  
  F. Wesley Schneider, James L Sutter.
  Contributing Authors • Adam Daigle, Mark Moreland,  
  F. Wesley Schneider, James L. Sutter
  Contributing Artists • Dmitry Burmak, Christopher Ocampo, 
  Mike Sass, J. P. Targete, Ben Wooten, and Kieran Yanner
  Cartographer • Robert Lazzaretti
  Creative Director • James Jacobs
  Editor-in-Chief • F. Wesley Schneider
  Senior Editor • James L. Sutter
  Development Lead • Adam Daigle
  Editing • Judy Bauer, Logan Bonner, Christopher Carey,  
  and Patrick Renie
  Editorial Assistance • Jason Bulmahn, Rob McCreary, Mark 
  Moreland, Stephen Radney-McFarland, and Sean K Reynolds
  Editorial Intern • Savannah Broadway
  Senior Art Director • Sarah E. Robinson
  Graphic Designer • Andrew Vallas
  Production Specialist • Crystal Frasier
  Publisher • Erik Mona
  Paizo CEO • Lisa Stevens
  Chief Operations Officer • Jeffrey Alvarez
  Director of Sales • Pierce Watters
  Sales Representative • Adam Lovell
  Finance Manager • Christopher Self
  Staff Accountant • Kunji Sedo
  Chief Technical Director • Vic Wertz
  Senior Software Developer • Gary Teter
  Campaign Coordinator • Mike Brock 
  Project Manager • Jessica Price
  Website Team • Ross Byers, Liz Courts, Lissa Guillet, and 
  Chris Lambertz
  Warehouse Team • Will Chase, Michael Kenway, Matt Renton, 
  Jeff Strand, and Kevin Underwood
  Customer Service Team • Cosmo Eisele, Erik Keith, and  
  Sara Marie Teter
  CREDITS
  2
  
  T
  he Shattered Star Adventure Path draws near, and bold 
  heroes are needed to track down the scattered parts 
  of an ancient magical relic in order to save the land 
  of Varisia from disaster. Will the PCs succeed in reforging 
  the Shattered Star, or is the shadow of a lost empire long 
  enough to cast the world into darkness once more?
  The options in this guide help tie characters to the 
  Pathfinders and the city of Magnimar. Regardless of the 
  manner in which the PCs come to travel across Varisia, 
  this Adventure Path considers the character’s home base 
  to be Magnimar in general, and Heidmarch Manor in 
  particular. For greater detail on the wilds of Varisia, 
  see Pathfinder Player’s Companion: Varisia, Birthplace of 
  Legends as well as the Rise of the Runelords Player’s Guide, 
  which includes a player-friendly gazetteer of Varisia. 
  The following considerations and campaign traits are 
  customized for the Shattered Star Adventure Path. These 
  hints, suggestions, and character options are designed to 
  help players create characters perfectly suited to jumping 
  right into the action and excelling over the course of this 
  deadly campaign.
  character tips
  You’re about to embark on an epic adventure—but how 
  should you prepare? Below are several things to keep in 
  mind while designing characters for Shattered Star.
  Pathfinders: This Adventure Path presumes the PCs 
  are Pathfinders. In addition to the following campaign 
  traits, resources like Pathfinder Campaign Setting: Pathfinder 
  Society Field Guide and Pathfinder Campaign Setting: Seekers 
  of Secrets can help you flesh out your character.
  Ruins Explorer: This campaign will take you through 
  a number of ancient dungeons. Knowledge (history) and 
  racial low-light vision or darkvision might come in handy. 
  Classes that rely on animal companions or mounts might 
  find Large creatures a liability in tight underground 
  corridors. If you’re going to play such a class, consider an 
  archetype that trades in your animal for other abilities, 
  or playing a Small race whose Medium mounts work 
  better in such conditions. Shattered Star is far from being 
  exclusively a dungeon-crawl campaign, however—there 
  will also be significant amounts of travel and exploration 
  into urban and swamp environments.
  3
  
  Ruthless Rivals: The Shattered Star Adventure Path 
  features a grab bag of classic monsters, so be ready for 
  anything! You’ll face many different creature types—
  from vermin, humanoids, and fey at low levels to giants, 
  undead, constructs, aberrations, and evil outsiders at 
  higher levels.
  Spiritual Sequel: This campaign takes place after 
  the events of other Adventure Paths set in Varisia. The 
  locations visited in Shattered Star are almost all areas yet 
  to be explored in Pathfinder Adventure Paths, though, so 
  be prepared for new faces, foes, and fights—not repeats!
  Thassilon: Ancient Thassilon is a major element of 
  this campaign, so a character interested in research 
  (or studying Thassilonian magic, as presented 
  on page 17 of Pathfinder Campaign Setting: Inner Sea 
  Magic) might be particularly fun.
  campaiGn traits
  The 
  following 
  campaign 
  traits 
  tie characters to the Shattered Star 
  Adventure Path. Characters designed 
  for this campaign should plan to be 
  residents or new arrivals to the city of 
  Magnimar. They should also either 
  be members of the Pathfinder Society 
  or nonmembers who have an interest in joining up at 
  the local Pathfinder lodge.
  Alabaster Outcast: You are a member of one of 
  Magnimar’s wealthiest families... or rather, you used 
  to be. A falling-out left you disowned and disinherited. 
  Now you hope to get away from the city and find fortune 
  enough to shame your former kinsfolk—goals which led 
  you to the Pathfinder Society. Despite your exile, your 
  name still carries considerable weight in Magnimar, and 
  you gain a +1 trait bonus on Diplomacy and Intimidate 
  checks made within the city. Additionally, you start play 
  with a noble’s outfit, a signet ring, and a single additional 
  nonmagical item worth no more than 200 gp. Your 
  last name is probably Derexhi, Kaddren, Mindurian, 
  Niroden, Scarnetti, Valdemar, Vanderale, or Versade (but 
  may be another of your choosing; see Pathfinder Campaign 
  Setting: Magnimar, City of Monuments). 
  Ex-Sczarni: Though you were raised as a member of 
  one of Magnimar’s various Sczarni gangs, you never fit 
  in with the rest of your settled, metropolitan brethren. 
  The Pathfinder Society in particular recognized your 
  wanderlust and potential as an agent, and on more 
  than one occasion you impressed or bamboozled 
  their agents with your street smarts and finesse. Over 
  the years, you fell out of favor with the Sczarni, and 
  eventually left to pursue interests outside of simple 
  banditry, though you still remember the lessons your 
  criminal relations taught you. You gain a +2 trait bonus 
  on Bluff checks to pass hidden messages. Also, anytime 
  you deliver a coup de grace, you deal an additional 1d6 
  points of damage.
  Exchange Agent: Although you’re a relative newcomer 
  to Magnimar, you’re not some naive stranger. You’ve been 
  sent by the Pathfinder Society lodge in your home country 
  to learn more about Varisia by experiencing the frontier 
  firsthand. After arriving, you reported to the Magnimar 
  lodge and placed your expertise at the venture-captain’s 
  disposal. To represent your experience in distant lands, 
  choose a country other than Varisia as your homeland 
  and gain one of the languages spoken in that country as 
  a bonus language (see Pathfinder Campaign Setting: The 
  Inner Sea World Guide). Additionally, choose one of 
  the following skills: Handle Animal, 
  Knowledge (geography), Linguistics, 
  or Survival. You gain a +1 trait bonus 
  on checks made with this skill and it is 
  always a class skill for you.
  Monument Scholar: As a 
  child in Magnimar, the city’s 
  ancient monuments inspired you 
  with wonder. Your fascination with these 
  relics has only grown in the years since, 
  encouraging you to join the ranks 
  of the Pathfinder Society so you 
  can further quench your thirst for 
  knowledge. Though you know little about the actual 
  lore of the monuments, you’ve studied these colossal 
  works extensively, developing an in-depth knowledge 
  of some of the city’s most famous landmarks. You gain 
  a +1 trait bonus on Knowledge (history) checks made 
  in Varisia due to your familiarity with its historical 
  remnants. This bonus increases to +2 if the check relates 
  to the city of Magnimar. Additionally, you gain a +2 trait 
  bonus on any skill check made to receive a boon from 
  one of Magnimar’s magically imbued monuments (see 
  Magnimar, City of Monuments for more details).
  Nontraditional Native: You are a member of the Shoanti or 
  Varisian ethnicity who left your people to learn more about 
  the mysteries of your strange homeland. Your travels have 
  recently brought you to the Pathfinder lodge in Magnimar. 
  Although none of your family members are present, you 
  carry them and your family traditions with you.
  If you are a Varisian, you gain a +1 trait bonus on 
  Knowledge (geography) checks made relating to Varisia 
  and gain a +1 trait bonus on damage rolls made during 
  the surprise round when you’re wielding a bladed scarf 
  or starknife.
  If you are a Shoanti, you gain a +1 trait bonus on 
  Survival checks made while in Varisia and gain a +1 trait 
  bonus on rolls to confirm critical hits made using an 
  earth breaker or a klar.
  4
  
  Welcome to Varisia
  Whether this is your first journey to the land of Varisia 
  or you’re a veteran explorer, there’s a wealth of exciting 
  details and options relating to this fantastically rich 
  corner of the Pathfinder campaign setting. Pathfinder 
  Player Companion: Varisia, Birthplace of Legends presents 
  a player-friendly overview of this exciting land and all its 
  varied possibilities, revealing details on major settlements, 
  native peoples, regional magic, player maps, and new 
  rules options for all who adventure across that fascinating 
  realm. The Shattered Star campaign 
  traits presented herein first appeared 
  in that Player Companion, but those 
  who wish to learn more about Varisia 
  or create characters even more 
  connected to that land need look 
  no further than that guide for a 
  trove of options perfect for new 
  characters about to brave the 
  Shattered Star Adventure Path.
  Ruin Raider: While the mercantile industries of 
  Magnimar appeal to your keen eye for monetary gain, you 
  know that the boldest route to true fortune lies in hunting 
  down rare relics and selling them to the highest bidder. 
  Becoming a Pathfinder seemed like an obvious decision, 
  allowing you to travel throughout Varisia in your search for 
  wealth, so you signed up right away. You brought with you 
  a sharp eye and keen ability to distinguish fakes from the 
  genuine article. You gain a +1 trait bonus on Appraise checks. 
  Additionally, you gain a +4 bonus on Perception checks 
  made to distinguish statue-like creatures (like caryatid 
  columns and gargoyles) from actual sculptures.
  Serpent Runner: You’ve participated in the mock 
  gladiatorial battles and athletic feats at the Serpent’s 
  Run, Magnimar’s grand hippodrome, but the safe 
  nature of those games leaves you bored. Seeking greater 
  thrills and tests of your abilities, you’ve pledged your 
  arms and skill to the local Pathfinder lodge. Choose one 
  of the following benefits to represent the techniques you 
  learned from your time at the Serpent’s Run: Choose a 
  specific type of armor. When wearing armor of that type, 
  you treat its armor check penalty as if it were –1 lower. 
  When fighting with two weapons, the penalty imposed on 
  your primary weapon is reduced by 1. You gain a +2 trait 
  bonus on Intimidate checks to demoralize opponents.
  pathfinder sOciety traits
  The following traits are well suited to Pathfinders embarking 
  on the Shattered Star Adventure Path. These traits first 
  appeared in Pathfinder Campaign Setting: Faction Guide.
  Beast of the Society (magic): A druid at the Grand Lodge 
  revealed to you secrets changing your form into that of an 
  animal. Whenever you use your wild shape class ability to 
  turn yourself into a Small or Medium animal, the effect lasts 
  for 2 hours per druid level instead of 1 hour per druid level.
  Berserker of the Society (combat): Your time spent as a 
  Pathfinder has taught you new truths about the origins 
  of the your rage ability. You may use your rage ability for 
  3 additional rounds per day.
  Blade of the Society (combat): The Society gave you 
  access to charts detailing the weak spots of hundreds of 
  humanoids and monsters. You gain a +1 trait bonus on 
  damage rolls from sneak attacks.
  Defender of the Society (combat): Your time spent studying 
  the greatest warriors of the Society taught you new defensive 
  skills while wearing armor. You gain a +1 trait bonus to 
  Armor Class when wearing medium or heavy armor.
  Exalted of the Society (faith): The vaults of the Grand 
  Lodge in Absalom contain many secrets of the divine powers 
  of the gods, and you have studied your deity extensively. You 
  may channel energy one additional time per day.
  Greater Adept of the Society (magic): Months of 
  meditation and practice with the greatest spellcasters of 
  the Society have given you an increased capacity for arcane 
  knowledge. You gain one additional 0-level spell slot.
  Havoc of the Society (magic): Through countless hours 
  studying vast libraries of arcane power, you have learned 
  how to cause greater damage to your foes. Whenever you 
  cast a spell that deals damage, you gain a +1 trait bonus to 
  the total damage dealt. This damage is considered force 
  damage regardless of the type of damage dealt by the spell.
  Honored Fist of the Society (combat): You have studied 
  dozens of ancient texts on martial arts that only the 
  Society possesses, and are more learned in these arts than 
  most. You increase your ki pool by 1 point.
  Maestro of the Society (social): The skills of Golarion’s 
  greatest musicians are at your fingertips, thanks to 
  the vast treasure trove of musical knowledge in the 
  vaults beneath the Grand Lodge in Absalom. Studying 
  this knowledge gives you the ability to use your bardic 
  performance an additional 3 rounds per day.
  Stalwart of the Society (faith): The courageous powers of 
  Golarion’s ancient paladin orders are open to you thanks 
  to the Society’s records of heroic deeds. As a result, your 
  aura of courage class ability grants an additional +1 trait 
  bonus on saving throws against fear effects.
  Tracker of the Society (combat): Thanks to your time as 
  a Pathfinder, you’ve mastered the art of tracking. You gain 
  a +1 trait bonus on initiative checks and a +2 trait bonus on 
  Survival checks made while traveling through any of your 
  favored terrains. This is in addition to any bonuses you 
  receive from your favored terrain class ability.
  5
  
  B
  uilt in the shadow of megaliths, Magnimar 
  endlessly endeavors to surpass the overwhelming 
  scale and grandeur of the ancient wonders that 
  litter the Varisian landscape. A place of great opportunity, 
  social stress, and cold beauty, the city exudes the air of 
  a southern metropolis, seeking to rise above its ignoble 
  beginnings as a refuge for Korvosan outcasts to become 
  a beacon of culture and freedom in an unforgiving 
  land. Yet its towering monuments, elegant gardens, 
  ostentatious architecture, and elaborate sculptures form 
  but a cracked mask over a struggling government and a 
  desperate people in need of heroes.
  Magnimar’s founders were adventurers, and the spirit 
  of the adventurer and explorer keeps the heart and soul 
  of Magnimar alive. It should thus come as no surprise 
  that the monuments the city is so well known for often 
  have ties to adventuring themes. In addition, many of 
  the major works have been magically empowered over 
  the years. The source of these enhancements are hotly 
  debated—some assume they were created by now-dead or 
  anonymous spellcasters as a gift to the city, while others 
  suspect these magical effects instead represent a legacy of 
  ancient Thassilonian wizardry lingering in the region’s 
  stones. In truth, these effects are manifestations of the 
  mysterious patrons of the Seacleft region, the ancient 
  empyreal lords so beloved and venerated over the past 
  several thousand years by Varisia’s native people. These 
  lords have welcomed the land’s newest settlers, though 
  their welcome is subtle.
  With many of the monuments, boons are granted to 
  those who perform minor acts of worship and respect to 
  Magnimar, its monuments, and the empyreal lords who 
  watch over the city. Any nonevil intelligent creature who 
  performs a specific act before one of these magically 
  charged monuments and makes a successful skill check 
  awakens the monument’s magic, and, in return, gains a 
  small bonus of some sort with a duration of 24 hours. A 
  single person can never have more than one monument-
  granted bonus in effect at any one time; attempts to gain a 
  second bonus before the first wears off automatically fail. 
  In addition, a person can only attempt to benefit from a 
  monument bonus a number of times per week equal to 
  her Charisma modifier (minimum of once per week)—the 
  city of Magnimar responds most often to those who carry 
  themselves with greater poise and personality, after all.
  Magnimar boasts a population of over 16,000 
  inhabitants, with the great majority of those being 
  humans. In turn, most of these humans are ethnic 
  Chelaxians and Varisians, and while Shoanti and Sczarni 
  maintain a large presence in the city, they are essentially 
  marginalized and considered troublemakers. Halflings 
  make up the next largest demographic, followed by elves 
  and dwarves. The remainder of the population consists of 
  gnomes and half-breed races.
  The city is split in two by a massive cliff face, separating 
  the city into two major districts. The one atop the cliff 
  is called the Summit and the one below that meets 
  with Varisian Gulf is called the Shore. The slums of 
  6
  
  Grounds
  N
  Interior
  Heidmarch manor
  1 square = 5 feet
  Magnimar, known as the Shadow since that district sees 
  little sun during the day, lies below the Irespan, a colossal 
  and ancient bridge ruined ages ago. In terms of the trade 
  and purchase of magic items, Magnimar has a base value 
  of 12,800 and a purchase limit of 75,000 gp.
  Heidmarch Manor, a Pathfinder Lodge and home base for 
  characters in this Adventure Path, is found in the Alabaster 
  District located in the Summit. Other districts throughout 
  the city offer locations that may interest adventurers. The 
  Bazaar of Sails, easily the largest free market in Varisia 
  where all manner of goods can be found, is located in 
  Dockway as well as in Old Fang, a popular watering hole. 
  Temples to various deities can be found in the City of 
  Monuments. The Dome of the Savored Sting, a temple of 
  Calistria, is found in the Keystone District; this district 
  is also home to the Church of Pharasma, which tends to 
  the city’s dead and newborns. Deadeye Lodge, a church of 
  Erastil, can also be found here, as can the Cynosure Tower, 
  a church dedicated to Desna. Up on the Summit in the Naos 
  District lies the Church of Iomedae, and just a few blocks 
  away stands the Cathedral of Abadar. While in the Keystone 
  District, those studying arcane magic might want to visit 
  the Stone of the Seers, a school that focuses on educating 
  casters in abjuration and divination magic.
  On the edge of the cliff overlooking the Varisian 
  Gulf, many seek entertainment at Serpent’s Run, a huge 
  hippodrome that features all manner of exciting events 
  from decathlons, horse and dog races, displays of magic, 
  Heidmarch manor
  Heidmarch Manor is the home of two of Magnimar’s 
  most eccentric citizens: esteemed hunters, explorers, and 
  Pathfinders Sheila Heidmarch (LN female Taldan fighter 
  3/monk 4) and her husband Sir Canayven Heidmarch (NG 
  male Taldan ranger 8). The world-traveling adventurers 
  have retired to Magnimar, but have not been content to 
  settle into the quiet life, instead opening their sizable 
  manor to the Pathfinder Society. The first Pathfinder lodge 
  in Varisia welcomes all members eager to explore the still 
  relatively unknown land, including the surrounding region 
  and the mysterious City of Monuments itself. Visiting 
  members of the Pathfinder Society are welcomed to the 
  manor by comfortable lodgings, a well-stocked library of 
  far-flung lore, and its owners’ sagely advice.
  circus performances, and mock-gladiatorial battles. Just 
  across the Capital District in the district of Naos rises 
  Magnimar’s tallest structure, the Arvensoar, home to 
  Magnimar’s military forces.
  On the opposite banks of the Yondabakari River lies 
  Ordellia, known also as the Foreign Quarter. Those 
  seeking potions and other alchemical products often 
  search out Billivin’s Benevolent Balms and Effulgent 
  Elixirs, though some doubt the reliability of his wares.
  7
  
  T
  he Pathfinder Society has existed for more than 
  400 years. Members include treasure hunters, 
  explorers, tomb raiders, historians, and vagabonds 
  who roam the farthest reaches of the world seeking lost 
  relics and answers to the world’s most enigmatic and 
  dangerous riddles. These heroes brave vine-choked 
  jungle ruins, ascend snow-capped peaks, and comb 
  sun-seared desert sands in search of buried tombs and 
  monuments of bygone ages.
  Society members send records of their exploits to 
  their venture-captain superiors, who in turn review 
  them for accuracy before forwarding the manuscripts 
  to the leaders of the Pathfinder Society. The most 
  exciting and enlightening of these have the potential 
  to be printed and distrubuted as volumes of the famed 
  Pathfinder Chronicles.
  Though the Pathfinder Society itself isn’t concerned 
  with the specific actions of individual Pathfinder 
  agents, they require those agents and their actions to 
  conform to the general code of exploration, reporting, 
  and cooperation. Those Pathfinders deemed incapable of 
  following these simple rules are removed from the Society.
  Most Pathfinders are trained in the necessary skills 
  at the Grand Lodge in Absalom, but a few experienced 
  adventurers are given field commissions in the Society 
  once they’ve proved they’re capable. Such is likely the case 
  for most Pathfinders participating in the Shattered Star 
  Adventure Path.
  The Society is directed by the Decemvirate—10 masked 
  and secret members whose identities are protected even 
  from each other. It’s not known how long each Decemvirate 
  member occupies the position; likewise, every aspect 
  of their existence, from nomination to election, from 
  meetings to formal public functions, and from day-to-
  day functions to retirement, is utterly mysterious. The 
  identity of the Ten is the Society’s most closely guarded 
  secret—one, some say, that the Decemvirate is willing to 
  kill to protect.
  8
  
  The Pathfinder Society is based at the sprawling Grand 
  Lodge of Absalom, but the organization as a whole has 
  many official lodges spread throughout the Inner Sea 
  and toeholds across Golarion.
  GOaLs Of the sOciety: expLOre, 
  repOrt, and cOOperate
  The Society recognizes no formal bylaws, but adherence 
  to a general code of behavior is expected of all members, 
  and evidence of behavior contrary to this code is grounds 
  for removal from the organization. The three most 
  important member duties are as follows.
  Explore: Pathfinders are expected to further the 
  knowledge and reputation of the Society by traveling to 
  distant lands, unearthing forbidden secrets, and piecing 
  together the secret history of the world. Agents are 
  encouraged to travel uncharted lands in search of ever 
  more fantastic mysteries. 
  Report: In the course of their adventures, Pathfinders 
  are expected to keep detailed journals, maps, and 
  accounts of their exploits. At the conclusion of a 
  successful mission, agents send a copy of their notes to 
  their immediate superior, a regional venture-captain, 
  who makes a full analysis (often involving divination). 
  Records of especially noteworthy exploits make their 
  way to Absalom and the Decemvirate, who compile 
  the best tales into irregularly published editions of 
  the Pathfinder Chronicles, which in turn make their way 
  back to venture-captains for distribution to Pathfinder 
  agents in the field.
  Cooperate: The Society places no moral obligations 
  upon its members, so agents span all races, creeds, 
  and motivations. At any given time, a Pathfinder 
  lodge might house a fiend-summoning Chelaxian, 
  an Andoren freedom fighter, an antiquities-obsessed 
  Osirian necromancer, and a friendly Taldan raconteur. 
  Pathfinder agents are expected to respect one another’s 
  claims and stay out of each other’s affairs unless offering 
  a helping hand.
  fame and prestiGe in the pathfinder 
  sOciety
  The Shattered Star Adventure Path assumes that the PCs 
  are part of the Pathfinder Society. As the characters go 
  on adventures and perform services for the Pathfinder 
  Society, they gain Fame and Prestige within the 
  organization. In addition to the brief rules presented 
  here, full details on these subsystems can be found in the 
  free online guidelines at paizo.com/pathfinderSociety.
  As the core of the Society’s functioning consists of 
  venture-captains giving other Pathfinders assignments, 
  earning prestige with the Society is a matter of 
  completing these missions without destroying anything 
  priceless along the way. Members may gain more prestige 
  if their adventures are published within a volume of the 
  Pathfinder Chronicles.
  A PC improves her standing within the Pathfinder 
  Society by succeeding on missions assigned by the 
  organization’s leadership. Success not only increases the 
  character’s Fame within the Pathfinder Society, but also 
  earns her Prestige Points (PP).
  As a character’s Fame increases, the Pathfinder Society 
  rewards her excellent service with ever-increasing 
  boons. Below, you’ll find a system of rules that describes 
  the kinds of rewards and privileges a character can 
  access as her Fame increases and how she can spend 
  her Prestige Points on a variety of benefits that ref lect 
  the society’s willingness to assist her in times of need, 
  including goods and services, titles, honors, privileges, 
  and other benefits.
  expLaininG fame and prestiGe
  While Fame and Prestige Points are related, they represent 
  two different things within the organization. Fame is a 
  nonexpendable number that functions similarly to an 
  ability score—the higher your Fame score, the greater 
  your renown. Higher Fame scores unlock resources 
  within the Pathfinder Society that can then be purchased 
  with Prestige Points.
  Since you spend Prestige Points to acquire goods, 
  services, or awards, and since Fame and Prestige Points 
  are gained at the same rate, your total Prestige Points 
  will never exceed your Fame score. You earn Fame by 
  completing missions for the Pathfinder Society—
  typically, each adventure within this Adventure Path 
  awards 8 points of Fame, increasing your current Fame 
  score by that amount. You also earn an equal number of 
  Prestige Points whenever you earn Fame.
  Benefits Of fame
  A 
  character’s 
  Fame 
  represents 
  her 
  renown 
  and 
  status within the Pathfinder Society. The simplest 
  representation of this is that for every 10 points of Fame, 
  a character gains a cumulative +1 bonus on Diplomacy 
  checks made against members of the organization. A 
  character’s Fame might also afford her certain titles and 
  incidental privileges.
  spendinG prestiGe pOints
  1
  A character’s Prestige Points reflect the goodwill, 
  political capital, and personal favors she has built up 
  through service to an organization. While a character’s 
  Fame can provide her with certain titles and privileges, 
  most tangible benefits of membership are listed under 
  the header Prestige Awards and are acquired by spending 
  Prestige Points on boons, favors, aid, spellcasting, or 
  9
  
  GenERic PREstige Awards
  Award 
  Cost*
  +4 on any one skill check 
  1 PP
  Dispel magic 
  1 PP
  Lesser restoration 
  1 PP
  Make whole 
  1 PP
  Remove blindness/deafness 
  1 PP
  Remove curse 
  1 PP
  Remove disease 
  1 PP
  Remove paralysis 
  1 PP
  Free purchase up to 150 gp** 
  1 PP
  Atonement 
  2 PP  
   
  (8 PP to restore cleric/druid powers)
  Break enchantment 
  2 PP
  Greater dispel magic 
  2 PP
  Neutralize poison 
  2 PP
  Restoration 
  2 PP  
   
  (4 PP to remove a permanent negative level)
  Free purchase up to 750 gp** 
  2 PP
  Regenerate 
  3 PP
  Raise dead 
  16 PP
  Greater restoration 
  16 PP
  Resurrection 
  32 PP
  True resurrection 
  77 PP
  * Add +5 to this cost if this benefit is purchased 
  outside a settlement of 5,000 residents or more.
  ** Once per session, you can acquire any single 
  item of this cost or less from your faction by spending 
  the appropriate amount of Prestige Points.
  other services. (See page 10 of this guide for a table of 
  generic awards a PC can purchase with Prestige Points).
  Once a Prestige Point is spent, it is spent permanently; 
  it is not recovered automatically like lost hit points or 
  ability score damage. The character must earn more 
  Prestige Points by completing additional missions to 
  replenish her total.
  Characters may not spend Prestige Points during 
  combat. For the sake of simplicity, many GMs might 
  consider limiting characters to spending Prestige Points 
  only once per gaming session.
  The monetary equivalent of 1 Prestige Point is 
  approximately 375 gp, though characters should normally 
  only be able to spend Prestige Points on services, not 
  physical goods. 
  Player characters may not pool Prestige Points to 
  obtain more expensive items or boons. As a general rule, 
  Prestige Points are designed to be spent by characters on 
  themselves.
  A character can spend Prestige Points when in contact 
  with Pathfinder Society agents and allies. When in 
  Magnimar, PCs may speak directly with Sheila Heidmarch 
  for this purpose, but when in the wilds of Varisia, there 
  is an increased cost associated with spending Prestige 
  Points. Prestige Point costs increase by 5 in communities 
  smaller than 5,000 people. A player can spend Prestige 
  Points even if the PC is dead, petrified, or otherwise out 
  of commission. This represents the PC having made 
  prior arrangements with the society to perform certain 
  actions on her behalf, such as having her raised from 
  the dead. In this event, the PC’s actual location does not 
  impact the Prestige Point cost at all.
  UsinG fame and prestiGe
  The Pathfinders have access to strange magic and 
  mysterious rituals derived from half-understood lore.
  Fame 1: When in a Pathfinder lodge library, gain a 
  +5 circumstance bonus on one Knowledge check. The 
  check takes 1 hour, reflecting the need to reference the 
  appropriate materials. This bonus does not stack with 
  the +4 bonus on one check listed in the Generic Prestige 
  Awards table.
  1 PP: Transcribe a common spell (one listed in the 
  Pathfinder RPG Core Rulebook, or any spell the GM feels 
  is common in the world) from a Pathfinder lodge library 
  into a wizard’s spellbook or alchemist’s formula book. 
  This spell must be of a level the PC can cast and on that 
  PC’s spell list. This benefit does not require a Spellcraft 
  check or any additional transcribing costs.
  Fame 1, 1 PP: Acquire your own basic wayfinder. Details 
  on wayfinders can be found in the Resources Section of 
  this Player’s Guide.
  Fame 5, 1 PP: Become familiar with an uncommon or 
  rare spell (at the GM’s discretion) from a Pathfinder lodge 
  library, allowing a bard, sorcerer, or similar spellcaster to 
  select it as a spell known at the next available opportunity 
  (this benefit allows the character to gain access to bard 
  or sorcerer spells from sources other than the Pathfinder 
  RPG Core Rulebook without having to do spell research or 
  find a copy of the spell while adventuring).
  Fame 5, 1 PP: Exchange one character trait taken at 
  character creation for a new Pathfinder Society trait (see 
  page 5). The character must still obey the normal trait 
  system rules (such as not having more than one trait from 
  the same category); however, the new trait does not need 
  to be from the same category as the trait it replaces.
  Fame 5, 5+ PP: Gain a contact in a particular city. The 
  character can consult with the contact for local gossip, 
  news, and advice; this benefit grants the character a 
  +2 bonus on Diplomacy checks to gather information, 
  Knowledge (history), Knowledge (local), Knowledge 
  (nobility), and Knowledge (religion) checks regarding 
  10
  
  the contact’s city made within that city. The character 
  must wait 24 hours for the contact to provide the desired 
  information. For an additional 10 PP, the bonus from the 
  contact increases to +4. A character may have contacts 
  in multiple cities, but multiple contacts in the same city 
  provide no extra benefit. If the contact dies, the character 
  can spend Prestige Points to find a replacement contact.
  Fame 10: Purchase faction spellcasting at 1 PP less 
  than normal (minimum 1).
  Fame 15: Purchase ioun stones 
  from a Pathfinder Lodge at a 
  10% discount.
  Fame 15, 2 PP: Access a 
  special section of a Pathfinder 
  lodge library for 1 week and gain 
  a +10 circumstance bonus on 
  any one Knowledge check. 
  This bonus does not stack 
  with the +4 bonus on one 
  skill check listed in the 
  Generic Prestige Awards 
  table on page 10.
  Fame 
  20: 
  Gain 
  free 
  passage on caravans and merchant 
  vessels 
  that 
  are 
  friendly 
  to 
  the 
  Pathfinder Society.
  Fame 20: Purchase any magic item worth 
  up to 10,000 gp value from a Pathfinder lodge at 
  a 10% discount.
  Fame 20, 6 PP: Access a hidden cache of supplies in 
  a wilderness area. These supplies consist of survival 
  gear such as dried food, clean water, spare weapons, 
  rope, sunrods, spell components, and other nonmagical 
  equipment listed in the Core Rulebook. Spending 
  Prestige Points on this resource represents finding a 
  cache within 2d6 � 10 minutes of the character’s current 
  location; the character does not need to plan ahead for 
  this cache or know of its existence (it is, in effect, a plot 
  device for acquiring emergency items). A typical cache 
  contains up to 375 gp worth of these goods, and many 
  times they are found near sites the Pathfinders planned 
  to explore at some point. This resource always incurs 
  the +5 PP increase for being outside a community of at 
  least 5,000 people.
  Fame 20, 5 PP: Gain the services of a learned scribe. 
  This scribe is assigned to you from Heidmarch Manor 
  and follows you on your travels chronicling your fame 
  and adventurous exploits. Stats for this adventuring 
  scribe, Andel Gesseran, can be found in the Resources 
  section on the following page.
  Fame 40, 1 PP: Gain a reputation as a famous and 
  successful Pathfinder. The character is in effect a 
  celebrity adventurer and is well known in several 
  countries (though whether this is with fame or infamy 
  depends on the history and personality of the character). 
  This reputation grants the character a +2 circumstance 
  bonus on Bluff, Diplomacy, and Intimidate checks when 
  dealing with someone who knows of her fame. Many 
  Pathfinders with this level of prestige go on to become 
  venture-captains 
  (though 
  the 
  Decemvirate 
  selects 
  venture-captains based on qualities other than prestige).
  RESOURCES
  In addition to previously mentioned benefits, 
  Pathfinders with the appropriate amount of 
  fame have access to the following resources.
  Wayfinder
  This is a basic version of the wayfinder carried 
  by most Pathfinders as a badge of office. More 
  elaborate and powerful wayfinders are detailed in 
  the Pathfinder Society Field Guide.
  Wayfinder
  Aura faint evocation; CL 5th
  Slot none; Price 500 gp; Weight 1 lb.
  DESCRIPTION
  A small magical device patterned on the design 
  of ancient Azlanti relics, a wayfinder is a compact 
  compass typically made from silver and bearing 
  gold accents. While it serves as a badge of office 
  for agents of the Pathfinder Society, a wayfinder 
  is as much a handy tool as a status symbol. With 
  a command word, you can cause a wayfinder to shine (as the 
  light spell). A wayfinder also acts as a nonmagical (magnetic) 
  compass, granting you a +2 circumstance bonus on Survival 
  checks to avoid becoming lost. All wayfinders feature a small 
  indentation designed to hold a single ioun stone. An ioun stone 
  slotted in this manner grants you its normal benefits as if it 
  were orbiting your head; some ioun stones can grant additional 
  powers once they are fitted into a wayfinder, at the GM’s 
  discretion.
  CONSTRUCTION
  Requirements Craft Wondrous Item, light; Cost 250 gp
  pathfinder scriBe: andeL Gesseran
  Associated with the Pathfinder Society for a few years, 
  Andel spends more of his time conducting research in 
  libraries throughout the Inner Sea than adventuring 
  in dangerous locations. Andel penned at least one 
  supplement to the Pathfinder Chronicles in service to a 
  Pathfinder who was a less-than-skilled writer. While not 
  the most athletic of Pathfinders, Andel has great passion 
  for exploration and a keen mind. Educated in Kintargo, 
  Andel is well versed in a number of subjects and speaks 
  11
  
  half a dozen languages fluently. His greatest interest 
  is in lost cultures, and he has studied Azlant, ancient 
  Thassilon, the Jistka Imperium, and Lirgen extensively.
  Andel one day hopes to explore some of these ruins 
  firsthand instead of reading about them in incomplete 
  tomes or writing dissertations on these topics. If he could 
  only tag along with a powerful group of Pathfinders, he 
  might just get his wish.
  Andel Gesseran 
  CR 3
  XP 800
  Human expert 5
  N Medium humanoid (human)
  Init +1; Senses Perception +3
  DEFENSE
  AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex)
  hp 27 (5d8+5)
  Fort +2, Ref +5, Will +5
  OFFENSE
  Speed 30 ft.
  Melee quarterstaff +3 (1d6) or
  mwk dagger +3 (1d4/19–20)
  Ranged mwk dagger +5 (1d8/19–20)
  STATISTICS
  Str 10, Dex 12, Con 11, Int 14, Wis 10, Cha 9
  Base Atk +3; CMB +3; CMD 14
  Feats Lightning Reflexes, Point-Blank Shot, Skill Focus 
  (Knowledge [history]*), Scholar*
  Skills Acrobatics +3, Knowledge (arcana)* +12, Knowledge 
  (dungeoneering)* +11, Knowledge (engineering) +9, 
  Knowledge (history) +13, Knowledge (local) +9, Knowledge 
  (nature) +9, Knowledge (religion) +9, Linguistics +8, 
  Perception +3, Profession (scribe) +8
  Languages Common, Draconic, Dwarven, Elven, Giant, 
  Thassilonian
  Combat Gear acid flask, alchemist’s fire, potions 
  of cure light wounds (2), potion of protection from 
  evil; Other Gear chain shirt, masterwork dagger, 
  quarterstaff, cloak of resistance +1, universal solvent, 
  wayfinder, antitoxin (2), backpack, everburning torch, ink, 
  inkpen, journal, rations (5 days), waterskin, 43 gp
  * Items marked with an asterisk can be customized by 
  the players if so desired and the GM approves. The type 
  of Knowledge skill indicated in Andel’s selection of the 
  feat Skill Focus can be changed if another selection 
  benefits the party more. The two Knowledge skills 
  marked with an asterisk gain a +2 bonus from the Scholar 
  feat (found on page 288 in The Inner Sea World Guide) and 
  are likewise customizable to the greatest benefit to the 
  party in order to fill out any gaps the group may have. All 
  of the bonus points from Andel’s favored class (expert) 
  are put into hit points, but if desired, a player selecting 
  this scribe as a companion can instead change those to 
  bonus skill points. Likewise, a player selecting this NPC 
  can customize him by changing out his feats, gear, and 
  languages to best suit the party composition.
  As the PCs gain levels during the course of this 
  Adventure Path, they can level up Andel as well, but 
  should remain focused on him providing aid by means 
  of Knowledge checks and his primary job of chronicling 
  the party’s exploits as the PCs proceed through the 
  campaign. Andel should never overshadow the PCs.
  12
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/Adventure Paths/PF61-66 Shattered Star/Shattered Star - Player's Guide.pdf