Reputation Bonuses

Each level of reputation gained with an organization – as tracked in Reputation and Renown – grants a bonus to the players. Gaining this bonus requires some amount of training (always offered for free by the organization), usually taking between an afternoon to a week or so worth of study. Examples include bonus to a skill check, a bonus spell-like ability, or even a new ability altogether. These bonuses reflect the nature and goals of the organization, and will range considerably in usefulness from organization to organization and from player to player, as the abilities are not balanced against each other (some organizations do offer better bonuses than others) and the abilities are static across all players regardless of their personal professions.

Earned Reputation Bonuses

Serra’s Gift
  • Friendly: +2 bonus on Diplomacy checks.
  • Honored: +1 bonus on saves against evil spells and spell-like abilities.
The Keepers
  • Friendly: May requisition 200g/month worth of research for free.
  • Honored: Once per day, gain a +3 insight bonus on a single attack, check, or save. You can use this ability after you know the result of the initial roll.
House Caerwyn
  • Friendly: +4 bonus on Knowledge (Nature) to identify Fae.
The Worldmother
  • Friendly: +2 bonus on Knowledge (Nature).
The Nine Guardians
  • Friendly: +2 bonus on Spellcraft checks.
The Murmuring Bosk
  • Friendly: Add any one of Climb, Handle Animal, Heal, Knowledge (Geography), Knowledge (Nature), Perception, or Survival to your list of class skills.
The Old Lords
  • Friendly: Gain a +4 on Stealth while in forest environments.
The Izzet League
  • Friendly: +1 bonus on Knowledge (Arcana) and +1 bonus on Knowledge (Engineering)
House Duvain
  • Friendly: +1 bonus on Knowledge (Nobility) and a +2 bonus on Spellcraft checks made to craft a spell.
Fiers’ Forge
  • Friendly: Once per day, gain a +5 foot bonus to one move speed of your choice for 2d4 rounds.
The Jeweled Lady
  • Friendly: +4 bonus to one Craft or Profession of your choice. Once chosen, this choice cannot be changed.
Bayul’s Cabinet
  • Friendly: +2 bonus on Knowledge (Local) (Not yet trained)

Reputation Bonuses by Guilds, Orders, Militaries and Major Houses

The Nine Guardians
  • Friendly: +2 bonus on Spellcraft checks.
  • Honored: Artificial caster level for 1 chosen magical school increased by +1.
  • Revered: Increase the save DC for your spells from one Mana Pool by +1.
  • Exalted: Once per day as a free action, counter a spell without a readied action, provided you succeed on a Spellcraft check to identify the spell as-normal. You must still expend the required amount of Mana to counter the spell, however, you may use Mana of any Pool to counter the spell. You and the countered opponent split the damage from the Mana Burn.
The Keepers
  • Friendly: May requisition 200g/month worth of research for free.
  • Honored: Once per day, gain a +3 insight bonus on a single attack, check, or save. You can use this ability after you know the result of the initial check
  • Revered: +1 artificial caster level and +1 to your save DCs for Divination spells.
  • Exalted: Once per day as a swift action, negate a single activated ability (racial, class, or other) of an enemy that you’ve successfully identified with a Knowledge check. This effect lasts for 1 minute and is a supernatural ability. The creature can attempt a Fortitude save (DC 10+your character level+your Int modifier) to reduce this to 1 round.
The Samites
  • Friendly: +2 bonus on Heal checks.
  • Honored: Gain a +1 bonus on saves against spells and abilities of the Undead.
  • Revered: +2 artificial caster level and +1 to your save DCs for Healing spells.
  • Exalted: Once per day, cast a spell with the Healing descriptor as a ranged touch attack with a range of 60 feet.
House Farhaven
  • Friendly: +1 bonus on Diplomacy and +1 bonus on Handle Animal.
  • Honored: Gain a +2 bonus on saves against spells and abilities of animals and magical beasts.
  • Revered: Increases your effective druid level by 2 for determining the hit dice of your animal companions. This does not grant you an animal companion if you don’t already have one.
  • Exalted: You gain the ability to bond with an animal companion. Your effective Druid level is equal to one-half your character level.
House Caerwyn
  • Friendly: +4 bonus on Knowledge (Nature) to identify Fae
  • Honored: +1 bonus on attack rolls and damage rolls against the fae.
  • Revered: Draw weapons as a free action.
  • Exalted: Once per day, gain +3 to-hit and damage for all attack rolls for one round. Any attacks targeting a fae during that round instead add one-half your character level to your to-hit and damage.
House Daerwyn
  • Friendly: +2 bonus on Profession (Soldier).
  • Honored: Add any one of Acrobatics, Escape Artist, Knowledge (Geography), Ride, Profession (Sailor), Profession (Soldier), or Survival to your list of class skills.
  • Revered: Draw a shield as a free action.
  • Exalted:
House Marslyn
  • Friendly: +1 bonus on Appraise and +1 bonus on Knowledge (Local).
  • Honored: Once per day, gain a bonus equal to half your level on a single Bluff, Diplomacy, or Sense Motive check. This can’t be applied to complex checks.
  • Revered: +1 to the save DCs for Illusion spells and Enchantment spells.
  • Exalted: Once per day, force an opponent to reroll an attack, check, or save after you know the result of the roll.
House Varis
  • Friendly: Gain a +1 bonus on saves against spells and abilities of the Fae.
  • Honored: Gain a +2 bonus on caster level checks made to overcome spell resistance or to dispel magic.
  • Revered:
  • Exalted: Once per day, add +3 to the save DC of a spell you cast. If targeting a fae (or if all targets are fae for AoE spells) instead add one-half your character level to the save DC of the spell.
House Duvain
  • Friendly: +1 bonus on Knowledge (Nobility) and a +2 bonus on Spellcraft checks made to craft a spell.
  • Honored: May requisition 300g/month worth of materials for spell research for free.
  • Revered:
  • Exalted:
The Murmuring Bosk
  • Friendly: Add any one of Climb, Handle Animal, Heal, Knowledge (Geography), Knowledge (Nature), Perception, or Survival to your list of class skills
  • Honored:
  • Revered: Once per day as a swift action, summon a plant creature of CR equal to one-half your HD.
  • Exalted: Once per day, use Commune with Nature as a spell-like ability. Caster level equals your character level.
The Order
  • Friendly: +1 bonus on Diplomacy and +1 bonus on Intimidate
  • Honored: Once per day, you may ignore the shaken condition for 3 rounds. If frightened or panicked, you instead reduce the severity of the condition by 1 step (panicked to frightened, frightened to shaken) for those 3 rounds.
  • Revered: Gain the ability to use a light or heavy shield as if you were proficient. If using a light or heavy shield with which you are already proficient, increase the shield bonus to armor class it provides by 1.
  • Exalted: Once per day, add your character level to damage for one attack targeting a construct or a creature with the evil or fire subtype. You may roll twice on the to-hit roll for this attack and take the better of the two rolls.
The Izzet League
  • Friendly: +1 bonus on Knowledge (Arcana) and +1 bonus on Knowledge (Engineering)
  • Honored:
  • Revered:
  • Exalted:
Bayul’s Cabinet
  • Friendly: +2 bonus on Knowledge (Local)
  • Honored:
  • Revered:
  • Exalted:

Reputation Bonuses by Religions

Serra’s Gift
  • Friendly: +2 bonus on Diplomacy.
  • Honored: +1 bonus on saves against evil spells and spell-like abilities.
  • Revered: +1 bonus on attack rolls and damage rolls against evil-aligned enemies.
  • Exalted: Once per day, confound an evil foe within 5 feet with the power of Serra, forcing them to make a Will save (DC 10+Character level+Wisdom modifier) or be unable to take an attack or spellcasting action on its next turn.
Fiers’ Forge
  • Friendly: Once per day, gain a +5 foot bonus to one move speed of your choice for 2d4 rounds.
  • Honored: +2 bonus on saves against poisons and alcohol.
  • Revered: +1 on attack and damage rolls against lawful-aligned targets.
  • Exalted: Your Strength score permanently increases by 1.
The Ocean Guardian
  • Friendly: Gain a +1 bonus on saves against Fire spells and effects and a +1 bonus to AC against creatures with the Fire subtype.
  • Honored: Once per day as a standard action, gain the benefits of either Water Walking or Water Breathing as a spell-like ability (your choice each use). Caster level equals your character level.
  • Revered: Gain a swim speed of 20 feet, or add 20 feet to your swim speed if you already have one (whether natural or magical).
  • Exalted: Your Intelligence score permanently increases by 1.
The Ancestor
  • Friendly: Gain a +1 bonus on saves against Earth spells and effects and a +1 bonus to AC against creatures with the Earth subtype.
  • Honored: Once per day, you may gain the benefits of a Fly spell as a spell-like ability (caster level equal to your character level). Activating this ability is a standard action
  • Revered: Your fly move speed (whether natural or magical) increases by 10 feet.
  • Exalted: As a swift action, your weapons deal an additional 2d6 electricity damage and your damaging spells deal an additional 2d6 electricity damage. You gain a +2 bonus to hit enemies wearing significant amounts of metal while this effect is active. This benefit lasts for 1 round per HD. The rounds need not be used consecutively and you may end this ability early as a swift action.
The Far Lands
  • Friendly: +2 bonus on Knowledge (Geography).
  • Honored: Gain the benefits of the Run feat.
  • Revered: Your land move speed increases by 10 feet. This does not increase your base move speed.
  • Exalted: Your Dexterity score permanently increases by 1.
The Deep Emperor
  • Friendly: +2 bonus on Swim checks
  • Honored: +2 bonus on saves made to hold your breath or resist the effects of water depth
  • Revered: Gain resistance 10 to Cold for 2 minutes per day or increase Cold resistance by 10 for 2 minutes per day. The duration of this ability need not be used consecutively, activating this ability is a free action, deactivating it is a swift action.
  • Exalted: Once per day as a swift action, you may gain the benefits of a Freedom of Movement spell as a spell-like ability (caster level equal to your character level).
The Dark Lord
  • Friendly: +2 bonus on Intimidate.
  • Honored: +2 bonus on saves against death effects and energy drain
  • Revered: Artificial caster level for spells that deal negative energy damage increased by +2.
  • Exalted: Your Charisma score permanently increases by 1.
The Worldmother
  • Friendly: +2 bonus on Knowledge (Nature).
  • Honored: Once per day, grant your animal companion, an animal you’ve summoned with a Conjuration (Summoning) spell, or an animal you’ve Dominated temporary hit points equal to double your character level.
  • Revered: Once per day as a swift action, summon an animal of CR equal to one-half your HD.
  • Exalted: Once per day as a standard action, either use Control Plants or gain the benefits of Transport via Plants as a spell-like ability (your choice each use). Caster level equals your character level.
The Old Lords
  • Friendly: Gain a +4 on Stealth while in forest environments.
  • Honored: Once per day, gain the ability to ignore difficult terrain for 3 rounds.
  • Revered: Gains a +2 bonus on initiative checks and Knowledge (geography), Perception, and Survival skill checks while in forest environments.
  • Exalted: Gain a +4 bonus on Survival checks made to track an enemy, and Smite an enemy (as per Paladin) you have successfully tracked once per day. Use character level as Paladin level and double initial damage only against Fae.
The Jeweled Lady
  • Friendly: +4 bonus to one Craft or Profession of your choice. Once chosen, this choice cannot be changed.
  • Honored: Gain a +1 bonus on one kind of saving throw. Choose Fortitude, Reflex, or Will. Once made, this choice cannot be changed.
  • Revered: +1 bonus on attack rolls and damage rolls against chaotic-aligned enemies.
  • Exalted: Your Constitution score permanently increases by 1.
The Primals
  • Friendly: Gain a +4 bonus on Knowledge (the Planes) checks to identify Elementals.
  • Honored: Gain a +1 bonus on saves against spells and effects that have the earth, air, fire or water descriptor.
  • Revered: Once per day as a swift action, summon an Earth, Air, Fire or Water Elemental of CR equal to one-half your HD.
  • Exalted: Once per day you gain the ability to unerringly sense the direction of the destination you seek. This ability functions as per Find the Path, though the insight granted lasts for 8 hours. Activating this ability requires one minute of uninterrupted concentration and is a supernatural ability.
The Twilight
  • Friendly: +1 bonus on Intimidate and +1 bonus on Profession (Soldier)
  • Honored: Once per day, deal extra damage equal to your character level for one attack or spell. This damage can be applied to a single target if the attack or spell would affect multiple targets and doesn’t multiply on a critical hit.
  • Revered: Increase the DC for Diplomacy or Intimidate checks made against you by one-half your character level.
  • Exalted: Once per day, gain a +2 bonus to Strength and Constitution for 1 round per HD.
The Raven Queen
  • Friendly: +1 bonus on Bluff and +1 bonus on Stealth.
  • Honored: +2 bonus on Perform and Acrobatics checks.
  • Revered: Once per day, make a single Bluff or Diplomacy check as a move action without penalty.
  • Exalted: Once per day, make a Bluff-check as a full-round action to convince an enemy that you’re no longer a threat. Your opponent gains no circumstance bonuses on their Sense Motive nor do you suffer any circumstance penalties on this check. If you’re successful, your opponent moves off to attack another target (or believes combat has ended if there are no other targets) until the end of your next round or until you take hostile action against them. That enemy is considered flat-footed against you if you make an attack against it on your next turn.
The Fates
  • Friendly: +2 bonus on Sense Motive.
  • Honored: Gain a +1 bonus on saves against Chaotic spells and effects.
  • Revered: Gain a +1 bonus on attack rolls and damage rolls against enemies of a larger size category than your own.
  • Exalted: Once per day, as an immediate action, either gain a +3 Dodge bonus to AC or grant an ally a Dodge bonus to AC equal to one-half your character level. This bonus lasts until the end of your next turn. You can use this ability after you know the result of an attack roll.
O-Kamachi
  • Friendly: +4 bonus on Knowledge (Religion) to identify Spirits. See Shaman for a definition of what counts as a spirit.
  • Honored: Gain a +1 bonus on saves against the spells and abilities of spirit creatures.
  • Revered:
  • Exalted: For one round per character level you may become ethereal and benefit as per the Ethereal Jaunt spell. Rounds of use need not be used consecutively. Activating this ability is a standard action, deactivating it is a swift action. This is a supernatural ability.
Kharega
  • Friendly: +2 bonus on Knowledge (Nobility) checks
  • Honored: Once per day, ignore your armor check penalties and armor reduction to speed for 3 rounds.
  • Revered:
  • Exalted:
The Guide
  • Friendly: +2 bonus on Perception checks.
  • Honored: Gain a +2 bonus on checks made to resist grapple, trip, or bull rush attempts.
  • Revered:
  • Exalted: Your Wisdom score permanently increases by 1.
Talruusa
  • Friendly: Gain a +2 bonus on rolls made to sunder objects.
  • Honored: Gain a +2 bonus on saves against Fear effects (including the DC to successfully Intimidate you).
  • Revered: Once per day, gain a bonus equal to your Strength modifier on a single saving throw.
  • Exalted: Once per day as a standard action, create a localized tremor that mimics the Earthquake spell (CL 15) in a 10 foot radius centered on you. (You are unaffected.) This is an extraordinary ability, you may not use this ability if paralyzed or otherwise incapacitated.
Rhyzanso
  • Friendly: Gain a +1 bonus on saves against Water spells and effects and a +1 bonus to AC against creatures with the Water subtype.
  • Honored: Gain a +2 bonus on initiative checks.
  • Revered: Gain resistance 10 to Fire for 2 minutes per day or increase Fire resistance by 10 for 2 minutes per day. The duration of this ability need not be used consecutively, activating this ability is a free action, deactivating it is a swift action.
  • Exalted: As a swift action, your weapons deal an additional 1d6 fire damage and you gain the benefits of a warm Fire Shield. This benefit lasts for 1 round per HD. The rounds need not be used consecutively and you may end this ability early as a swift action.
Onikenzan
  • Friendly: +4 on Perception checks against wounded creatures.
  • Honored: You gain a +1 bonus on attack rolls and a +1 bonus on overcoming spell resistance against bleeding targets.
  • Revered: All attacks and spells you cast that damage a creature cause them to bleed for 1d6 points of damage per round. This damage doesn’t stack with itself, but does stack with other abilities that note they stack with themselves (such as a Wounding weapon).
  • Exalted:
The Night Watcher
  • Friendly: Gain Low-light Vision.
  • Honored: Gain Darkvision out to 30 feet or increase existing Darkvision by 30 feet.
  • Revered: Once per day, you can use Clairaudience/Clairvoyance as a spell-like ability (caster level equals your character level).
  • Exalted: For one round per character level you may become invisible (as per the spell greater invisibility). Rounds of use need not be used consecutively. Activating this ability is a swift action, deactivating it is a move action. This is a supernatural ability.
The Far Seeker
  • Friendly: Add one of Appraise, Linguistics, any Knowledge Skill, or Spellcraft to your list of class skills.
  • Honored:
  • Revered:
  • Exalted:
Our Righteous Wrath
  • Friendly:
  • Honored:
  • Revered: Whenever an ally with hit dice equivalent or greater than yours falls in combat, you gain the benefits (and none of the drawbacks) of a Rage spell for 5 rounds or until that ally regains consciousness.
  • Exalted:

Reputation Bonuses

Skies of Glass Planeswalker