Guide to Organized Play: Pathfinder Society (Second Edition)
Single Page Layout
Current Version: 8.00
30 July 2026
Introduction
Greetings, Pathfinder!
Welcome to the Guide to Organized Play: Pathfinder Society (Second Edition)!
The Guide is the home for campaign rules specific to the Pathfinder Society (PFS) organized play campaign. The Guide is available in the form of this website or as a single page (Guide, Supplemental, both). To print or get a PDF of the Guide, follow this link.
The Guide has the following sections:
- Core Guide: the rules everyone needs for PFS Organized Play
- Player Options and Tools: additional rules players can choose to use
- GM Options and Tools: additional rules GMs can choose to use
- Supplemental Materials: reference materials, including lists of retired character options
There are significant changes to the Pathfinder Society worldwide campaign which are reflected in this Guide as of version 8.00. They are summarized below:
| Effective Date | Rule Change | Notes |
| 30 July 2026 | All Pathfinder Society Scenarios are repeatable. | You can play any Scenario as often as you like, once per character as in the existing One Adventure per Character rule. |
| New Pathfinder Society characters can begin play at level 1, 3, 5, or 7. | This aligns with Starfinder Society (Second Edition), which has had the rule since launch. | |
| Credit earned by playing a pregenerated character can be applied to a new player character that begins play at the pregen’s level. | This rule follows from the previous rule and is a new addition to how pregen credit can be assigned. | |
| Pathfinder Provisions are no longer used. | In their place, Year 8 Scenarios have free consumables written in. For older Scenarios, each character receives one healing potion or oil of unlife of the character's level or lower. | |
| Coming soon | Adventures published on Pathfinder Infinite are playable for Pathfinder Society credit (subject to certain criteria). |
Resources
- Remaster rules for Pathfinder Society (2e) play
- Character Options allowed for Pathfinder Society (2e) play
- FAQ / Errata updates and revisions to Pathfinder (2e) rulebooks
- includes Remaster updates to PF2 Legacy (pre-Remaster) books
- Organized Play regions
- contact a Regional Venture-Coordinator (RVC) for help finding games and more
Quick Links
- Single-page layouts: Guide - Supplemental - Both
- Print or get a PDF
- PFS character creation
- Supplemental Materials (boons, backgrounds, retired options, etc.)
- Completing Chronicles (for GMs post-adventure)
Recent Changes
7.03 -> 8.00 - 30 July 2026
- Core Guide
- Pathfinder Society Characters -> Character Creation: Allowed new PCs to begin play at levels 3, 5, and 7
- Playing an Adventure -> Before the Adventure: Allowed all adventures to be replayed
- During the Adventure -> Mission Briefing: Replaced Pathfinder Provisions info with note on supplies
- After the Adventure -> Applying Credit:
- Added rule allowing pregen Chronicles to be applied to a new PC that begins play at the pregen’s level
- Clarified language on applying pregen Chronicles
- Being a Game Master -> Table Size Scaling: Adjusted for addition of level 7 pregens
- Supplemental Materials
- Challenge Points: new page for content moved out of Guide proper
- Treasure Bundles: new page for content moved out of Guide proper
7.02 -> 7.03 - 13 July 2026
- Core Guide
- Playing an Adventure
- Added Levels 13-16 to the Earn Income tables
- Specified that Downtime cannot be saved up (accrued)
- Special Cases -> Dealing with Interruptions: Revised guidance on players leaving the game early
- Playing an Adventure
- GM Options and Tools -> GM Rewards: Specified that the table GM does not distribute additional Hero Points from Glyphs they have earned
Campaign Rules Outside the Guide
- Pathfinder rules online - Free and officially licensed
- Pathfinder Society Character Options - What options from each book you can use & which books you need to own to use them
- Pathfinder FAQ & Errata - Clarifications and changes to published books
- Pathfinder Society Errata - Clarifications and changes to Pathfinder Society Scenarios
- Pathfinder Society FAQ - Clarifications and rulings for the Pathfinder Society campaign
- Paizo Organized Play policies - Community standards, event & retail support, playtesting
- Paizo Organized Play Accessory Perks & Promotional Boons - Small bonuses for related merch
See you on the Open Road! Explore, Report, Cooperate!
Core Guide
Welcome to Pathfinder Society
Pathfinder Society (second edition) (PFS) is a worldwide fantasy roleplaying campaign set in the World of Golarion during the Age of Lost Omens. As agents of the Pathfinder Society, a legendary league of explorers, archaeologists, and adventurers headquartered in Absalom, you dedicate your life to discovering and chronicling the greatest mysteries and wonders of an ancient world. Pathfinder adventures range from exploring the dark alleys to engaging in political intrigues to embarking on far-flung travels to exciting locales.
Pathfinder Society (second edition) uses Paizo’s Pathfinder Second Edition ruleset and Lost Omens setting under the campaign leadership of the Paizo Organized Play Team. This guide presents the information you need to participate in this exciting, dynamic campaign. Welcome to the Pathfinder Society!
What is Paizo Organized Play?
In a Paizo Organized Play campaign, your character adventures in a shared setting with thousands of other gamers worldwide. Anyone can host games at homes, game stores, libraries, conventions, and online, as long as they report the adventure’s results afterward. Reporting earns participants campaign rewards and player actions influence the fate of the world of the game.
As part of the Organized Play experience, you can take your character to any Organized Play event in the world, allowing you to join a game with friends and strangers alike with ease. After each adventure, your characters grow stronger and carry their rewards with them to the next adventure, even if your fellow players and Game Masters (GMs) change between adventures. The experience is uniquely immersive, as the diverse range of players, GMs, and characters provide incredible depth. The campaign is also a great way to meet other gamers and play regularly without needing to schedule events with a single set of people as you might for a more traditional game.
Paizo Organized Play campaigns include Starfinder Society (second edition), Pathfinder Society (second edition), Pathfinder Adventure Card Society (legacy), and Pathfinder Society (first edition) (legacy), and Starfinder Society (first edition) (legacy).
Registering for Organized Play
To ensure you have access to all the tools and benefits available to players, you need an Organized Play number and an account on paizo.com. To create an account, visit paizo.com/organizedplay and click on the “New Players Create an Account” button.
If you are unable to acquire an organized play number online, ask your Event Organizer for help.
Where to Find Games
Each community uses their own game scheduling process. Common platforms used in scheduling games include:
Organized Play Forums
Join the vibrant Pathfinder Society online community by participating in the official Pathfinder Society forums. Ask questions! Compare character builds! Discuss! Find events! Your feedback helps us improve our program, so drop by and tell us what we can do to enhance your organized play experience.
Key Terms
What is a Player Character?
To participate in an Organized Play game, you need a Player Character (or PC). You control your character, who will be one of the protagonists in the game's story and can directly interact with the objects, characters, and events within the adventure. You can use a pregenerated character or create your own using the rules in Pathfinder Society Characters below.
What is a Game Master?
A Game Master (GM) is the person who presents the story, adjudicates the rules, and establishes the parameters of the player’s exploration. A GM’s duty is to provide a fair and fun game for all involved, including themselves. GMs receive credit as if their character had played the adventure as well as other recognition as thanks for volunteering their time to run events.
What is an Event Organizer?
An Event Organizer sets up Organized Play games and ensures they are reported accurately. At smaller events, including tables at most game stores, there is no separate event organizer and the venture officer handles those duties. Separate event organizers are more common at conventions and other large events.
What is a Venture-Officer?
A Venture-Officer is a volunteer for Paizo Organized Play responsible for a specific geographical region, online lodge, or other area of responsibility. They set up and assist with regular Organized Play events in their area. They are also responsible for responding to any player concerns in their area, reporting concerns to higher ranked officers as needed, and ensuring accurate data reporting.
What are Achievement Points (AcP)?
Achievement Points (AcP) are currency used to purchase Boons (in-game benefits) on paizo.com. You earn AcP by participating in and reporting Paizo Organized Play games. Details about Boons and AcP are found under Player Options and Tools.
Campaign Rules Sources
The rules of the campaign are found in this Guide and the other rules documents listed below. When additional rulings are needed, they will be published in forum or blog posts on paizo.com and later added to one of the campaign rules sources.
The campaign rules sources are:
- this Guide
- the Character Options page
- the Pathfinder Society FAQ page
Pathfinder Society Characters
Most Pathfinder Society Scenarios and Quests require the use of a Pathfinder Society character or Pathfinder Society Iconic Pregenerated character.
Resources and Access
The Character Options page explains which options are approved for Pathfinder Society play along with resource ownership rules (that is, what books you need). Remember, if a character option is reprinted with the same name in any Remastered rulebook, you must use the new version as if it were errata.
Players can choose options their character has Access to in any books or supplements they own that are approved for Pathfinder Society play. Players residing in the same household can share owned resources. Ownership of the Core Sources is not required to choose options from the Core Sources (see the Character Options page for the list of Core Sources). In that case, reference rules from the official online source, the Archives of Nethys.
Some options within the game have a rarity trait of uncommon, rare, or unique. Options without a rarity trait are considered common. PC pg. 11, CRB pg. 13Player Core page 11
Core Rulebook page 13
(click to close) Unless otherwise specified, you have Access to all common options (subject to the normal resource ownership rules).
Boons and Chronicles can grant access to options not accessible in Pathfinder Society play by default. If a character gains Access to an option, then that option is freely available to that character. They can purchase or choose it as usual, but it does not become common.
Your characters are members of the Pathfinder Society on Golarion, so they have Access to all options that require membership in the Pathfinder Society.
Iconic Pregenerated Characters
You can use a pregenerated character (or pregen) based on one of the iconic characters (an Iconic Pregen). Playing an Iconic Pregen can be useful when time is short or you want to try out a character class. You can choose any of the Iconic Pregens without owning the associated source.
You can download the Iconic Pregens or request them from your Event Organizer. See Applying Credit for additional rules for Chronicles earned by playing an Iconic Pregen.
Character Creation
Creating a character for Pathfinder Society play follows the steps in the Pathfinder Player Core with a few additional Pathfinder Society-specific rules and benefits.
Character Sheets
There is no standard character sheet format required. Character sheets must be legible, clear, and reviewable by the GM. Blank character sheets for Pathfinder can be found at:
- Paizo.com (printable)
- Hero Lab Online (digital)
Character Creation Remastered
The Pathfinder 2e Remaster features a number of updates and revisions, including some which impact character creation.
Remastered Classes
Characters created 15 November 2023 or later whose class is reprinted in any Remaster rulebook must use the reprinted version of their class.
Characters with at least one game reported prior to 15 November 2023 can be built and continue their progression using the version of their class in the Core Rulebook or other Legacy (pre-Remaster) rulebook. Once such characters earn 12 XP, they cannot use the Remastered version of their class without rebuilding. (Reminder: characters with less than 12 XP can be freely rebuilt.)
To rebuild a character from a Legacy to a Remaster version of a class, see Rebuilding on the Remaster transition page.
Other Remastered Options
If a character option other than the entire class is reprinted in a Remaster book and the option has the same name, use the new version as if it were errata. No retraining is necessary.
If a character option has not been reprinted, characters can select and use the option as previously printed.
Wizards using the Core Rulebook version of their class can treat spells that had their spell school removed as part of the Remaster as if they still have their original spell schools. They must otherwise fully update spells that have been reprinted in Remaster books. Such wizards can learn new spells printed in Remaster books, but they can never treat a spell as having a spell school if it did not have one pre-Remaster.
Character Creation Guidelines
Follow the standard steps PC pg. 17, CRB pg. 19Player Core page 17
Core Rulebook page 19
(click to close) with the additions below.
1. Create a Concept
Your character is a member of the Pathfinder Society, so they must be able to work with any other Pathfinder and abide by the Society’s motto: “Explore, Report, Cooperate.”
2. Start Building Attribute Modifiers
Pathfinder Society characters can use the standard attribute boosts and flaws for their ancestry or the alternate ancestry boosts. Your character can also take two additional attribute flaws to gain one additional attribute boost as described below.
Voluntary Flaws
You can elect to take two additional attribute flaws when applying the attribute boosts and attribute flaws from your ancestry. If you do, you can also apply one additional free attribute boost.
These attribute flaws can be assigned to any attribute you like, but you can’t apply more than one flaw to the same attribute during this step unless you apply both of the additional flaws to an attribute that is already receiving a boost during this step. In this case, the first flaw cancels the boost, and the second flaw decreases the attribute modifier by 1.
Likewise, as an exception to the normal rules for attribute boosts, you can apply two free attribute boosts to an attribute receiving a flaw during this step; the first boost cancels the flaw, and the second boost increases the attribute modifier by 1.
For example, a dwarf normally gets an attribute boost to Constitution and Wisdom, along with an attribute flaw to Charisma. You could apply one attribute flaw each to Intelligence and Strength, or you could apply both flaws to Wisdom. You could not apply either additional flaw to Charisma, though, because it is already receiving dwarves’ attribute flaw during this step.
3. Select an Ancestry
Ancestry follows the normal rules PC pg. 41, CRB pg. 33Player Core page 41
Core Rulebook page 33
(click to close) with minor modifications to adapt to the languages of Golarion. Campaign rules for Tiny PCs are in the Pathfinder Society FAQ. Rules for Large PCs are in Howl of the Wild HWL pg. 9Howl of the Wild page 9
(click to close).
Always Available Ancestries
From the Core Sources (see the Character Options page), players have Access to all common ancestries and to the following uncommon options:
- Player Core
- versatile heritages: nephilim (formerly aasimar and tiefling) and changeling; both heritages grant Access to one additional language (see Languages below).
- Player Core 2
- ancestries: catfolk, hobgoblin, kholo, kobold, lizardfolk, ratfolk, tengu, and tripkee
- versatile heritages: dhampir, dragonblood, and duskwalker
Note: the leshy and orc ancestries are common ancestries in the Player Core and therefore are freely available.
The following ancestries are available if you own a copy of the corresponding source book:
- jotunborn from Pathfinder Battlecry!
- poppet from Lost Omens: The Grand Bazaar
- strix from Lost Omens: Ancestry Guide
Uncommon Ancestries
Your ancestry is one of the first things you pick about your character and it is not possible to retrain your ancestry as you might retrain other options. Unless an uncommon or rarer ancestry is on the always available list above, the only way to select it is with a Boon that allows you to create a new character of this ancestry. Not every ancestry has an available Boon.
Note that characters who rely on void energy healing (that is, undead or undead-adjacent PCs) can gain items that provide void energy healing in place of standard healing items in some circumstances. See Void Energy Healing.
Home Region
When you create a character, you can decide where they have come from, including their ethnicity, PC pg. 63, CRB pg. 430[|Player Core page 63]
[|Core Rulebook page 430]
(click to close) nationality, and region of origin. PC pg. 31, GMC pg. 146, CRB pg. 420[|Player Core page 31]
[|GM Core page 146]
[|Core Rulebook page 420]
(click to close) These choices might allow your character to take certain character options (subject to the usual Access conditions). For instance, humans of Jadwiga ethnicity descend from the witch-queens of Irrisen, and they can take the Irriseni Ice-Witch feat to represent this connection. Similarly, characters from the Broken Lands have access to the Aldori dueling swords that are iconic to that region.
For nationality, choose one nation (such as Varisia or Taldor). You are considered a citizen of that nation. For the purpose of fulfilling prerequisites and Access conditions for uncommon character options, you are treated as being from that nation as well as the larger region in which it’s found, (such as the Saga Lands for Varisia or the Shining Kingdoms for Taldor).
A list of regions of origin and the items they grant access to is included in the Pathfinder Society FAQ. More information on the nations of Golarion is available in the Lost Omens: World Guide.
If your character is of mixed ethnicity or comes from multiple regions of origin, then for the purposes of game balance, you choose one ethnicity and one region of origin that your character can use to satisfy prerequisite and access conditions for character options. This affects only the character options you can select, and in no way limits your character’s identity or story.
The World Traveler Boon allows you to change or expand your character’s origin for the purpose of qualifying for character options, to reflect their life experiences.
Languages
All Pathfinder Society characters are literate and speak Common (Taldane) as well as any other languages granted by their ancestry. All Pathfinder Society characters have Access to all common and uncommon languages. All Pathfinder Society characters begin play knowing one additional regional language.
All Pathfinder Society characters receive enough training in Pathfinder Hand Signs (formerly Napsu-Sign) to communicate simple concepts, as well as to understand characters who primarily communicate via sign language (like some characters with disabilities).
Nephilim characters have Access to one additional language (choose among Chthonian, Empyrean, Daemonic, or Diabolic) and changeling characters have Access to Aklo. These languages must still be learned following the usual rules.
4. Pick A Background
In addition to the backgrounds allowed by the Character Options page, players who participated in the Pathfinder Society (first edition) campaign have access to special Pathfinder Society Legacy Backgrounds.
5. Choose A Class
Pathfinder Society characters can begin play at 1st, 3rd, 5th, or 7th level. Regardless of their starting level, characters begin play with 0 XP. Keep a record of your character’s starting level.
6. Finish Attribute Modifiers
Follow the normal rules in the Player Core / Core Rulebook.
7. Record Class Details
All Pathfinder Society characters get free training in Pathfinder Society Lore (sometimes referred to as Pathfinder Lore). Otherwise, Pathfinder Society characters follow the standard rules for Class Details.
8. Buy Equipment
All characters in Pathfinder Society begin with the standard 15 gold pieces (150 silver pieces) that can be spent on starting gear. For a quick start, see the quick equipment packages (formerly class kits), prebuilt selections of gear tailored to each of the core classes. PC pg. 268, CRB pg. 289Player Core page 268
Core Rulebook page 289
(click to close) Further information on purchasing equipment is in Purchasing Guidelines.
9. Calculate Modifiers
Follow the normal rules in the Player Core / Core Rulebook.
10. Finishing Details
Introduction Notes: The beginning of Pathfinder Society games includes character introductions, so consider making a few notes on your character’s appearance, personality, and pronouns to share with other players. The World of Golarion and the Lost Omens: Character Guide both contain information on the campaign setting you can use for this purpose.
Age: Characters must be at least young adults to be accepted as members of the Pathfinder Society.
Other Organization Membership: Through the course of your character’s adventures, you might meet influential members of other organizations and have the opportunity to learn from them. The Secondary Initiation AcP Boon allows you to gain membership in an organization and access to its character options.
No Unholy PCs: Pathfinder Society characters cannot be sanctified unholy. Since alignments have been removed from Pathfinder as of the Remaster, this is the spiritual successor to the previous rule forbidding PCs with evil alignments.
Deities and Philosophies
Characters can worship and gain mechanical benefits from any deity listed in the table of gods in the Player Core (beginning on page 35) or detailed in Lost Omens: Gods and Magic so long as they follow the deity’s listed divine sanctification rule and the deity is not limited or restricted. (See the Character Options page for whether a deity is limited or restricted.)
Characters can revere deities they do not worship. Revering a deity means that your character might do things like wearing the deity’s holy symbol, attending the deity’s religious services, or performing other acts of obeisance that aren’t rewarded with spells or divine powers. A character can revere as many deities as they wish, but can worship and receive power from only one.
Some deities, such as Rovagug or Urgathoa, require their followers to be sanctified unholy; since Pathfinder Society characters cannot be sanctified unholy, these deities cannot be worshiped to gain benefits. Characters can also be agnostic, atheist, or can follow the tenets of philosophies LOGM pg. 94[|Lost Omens: Gods & Magic page 94]
(click to close) rather than deities.
Note that a number of deities died during 2024 as part of the War of Immortals event. For more information, including on gaining a free rebuild if the deity your character worships died, see Deity Death Rebuilds.
Pantheons
Characters can also follow pantheons LOGM pg. 92Lost Omens: Gods & Magic page 92
(click to close) instead of specific deities, in which case they gain the benefits of the pantheon as a whole. Pathfinder Society characters must choose a patron deity when following a pantheon. They can use both their patron deity and the pantheon as a whole to satisfy access and prerequisites, but not any other deities in the pantheon individually. For instance, a character could worship the Godclaw, with Iomedae as their patron deity, in which case they could take options related to both Iomedae and the Godclaw, but this wouldn’t automatically allow them to take options related to Torag, Irori, Abadar, or Asmodeus.
Edicts and Anathema in Society Play
To allow a wide variety of characters in Pathfinder Society play, the rules around edicts and anathema are slightly relaxed. All characters can participate in Pathfinder Society adventures without running afoul of their deity’s or classes’ edicts and anathema. Assume the Society has ensured that attempting to perform the primary objective of an official Pathfinder Society mission by itself will not cause a character to fall out of favor with their deity.
Likewise, while edicts are valorous actions praised by a deity, a character does not need to perform their deity’s edicts to the exclusion of other activities or if doing so would prevent the smooth progression of play at the table.
An anathema in Pathfinder Society is always personal. The actions of one PC at a table can never cause another PC at the table to fall. However, other characters are welcome to express their disapproval provided it does not interfere with the progress of the game.
Remember that edicts and anathema exist to create roleplaying opportunities at the table for your character, not to be used by the GM or players to pressure others at the table toward specific styles of play.
Pawns
In Encounter Mode, each PC is represented by a pawn. Each other creature controlled by a PC whose location outside their PC’s square affects the encounter is also represented by a pawn. PCs cannot place more than 2 pawns per adventure, including their own.
Creatures that do not count toward this pawn limit:
- Familiars
- Temporary creatures who last no more than an encounter or two
- Creatures who stay in their controller’s square during combat
For in-person games, the Pathfinder Roleplaying Game uses maps with a standard 1-inch grid to determine movement and tactical positioning in combat. You need a physical representation of your character to use on the grid. Paizo produces a wide range of Pathfinder Pawns and also works with Reaper Miniatures and WizKids to offer a wide variety of gaming miniatures so you can find just the right figure for your character.
For digital play, use a digital image. Ask your GM for their preferred image format and size.
Purchasing Guidelines
At character creation and between adventures, you can purchase items according to the rules below. The same rules apply during an adventure as long as you are in a settlement with at least 5,000 residents.
| You can purchase all… | …with an item level of… |
|---|---|
| common equipment or equipment the character has Access to in sanctioned Pathfinder content | the character’s level or less (minimum 2). |
| equipment listed on the character’s adventure Chronicles | the character’s level +2 or less. |
| items and services purchased with Achievement Points (AcP) | n/a* |
* item levels not applicable to AcP purchases unless otherwise specified
Players still follow the normal resource ownership rules (see the Character Options page).
Characters have Access to items on adventure Chronicles applied to that character. Weapons and armor found on Chronicles can be upgraded following the normal upgrading rules.
Any basic equipment weapon or armor your character has access to can be purchased in a precious material version, provided you have Access to weapons or armor made of that precious material. The weapon or armor must still meet any requirements for using that precious material.
Infamy can reduce a character’s effective level when purchasing items.
Free Wayfinder
All agents who have gone on at least 2 missions are awarded a free wayfinder. GMC pg. 297GM Core page 297
(click to close)
No PC to PC Exchanges
In Organized Play, you can never permanently transfer items or funds between PCs, but one PC can allow another PC to use their items (including consumables) during an adventure. This means a PC cannot buy, sell, trade, or donate items to another PC. This rule does not affect the ability of PCs to pool their funds to remove afflictions.
Borrowed items are returned at the end of the adventure in whatever condition they are in at that time. Unused consumables are returned like any other item, but there is nothing to return when borrowed consumables have been used. If you expend a borrowed consumable or another PC uses one of their consumables on you, you can replace the item, though you are not required to do so; such cases are not considered PC to PC exchanges.
Spellcasting Services
All Pathfinders have access to spellcasting services related to condition removal at any Pathfinder lodge. Spellcasting services are always automatically successful, but never critically succeed. If a spellcasting service requires a counteract check it must be purchased at one spell rank higher than the effect it is counteracting; the check always succeeds. Costs for spellcasting services can be found in Spellcasting Service Costs, and GMs are required to use these costs unless the scenario specifies otherwise.
Spells
Any prepared spellcaster can work with tutors at the Grand Lodge, using the Learn a Spell activity to learn any common spells or spells they have Access to. This adds no additional material cost beyond the standard cost for the Learn a Spell activity. Having Access to a scroll does not grant Access to the spell, but a character with Access to a scroll can buy a copy of it and learn the spell from it.
Spell schools have been removed from the game as part of the Remaster. With the exception of Withdrawn Items, you can still purchase or choose pre-Remaster items and abilities that rely on the existence of spell schools to function. However, Remastered spells do not have spell schools, so the usefulness of these options will diminish over time.
Formulas
The Pathfinder Society sells formulas to its agents for all items the agent has Access to with the exception of items that have a number restriction on purchasing them. Items with a number restriction, including Unique Items, are so esoteric that the Society does not own the formula and so complicated that it is not possible to reverse engineer the formula even with a legendary degree of skill.
Applying and Transferring Runes
The Pathfinder Society has a specialist at the Grand Lodge who can apply or swap out runes for agents in good standing. This service is free, and requires no check, but is only available before the adventure briefing or once the adventure is complete, unless stated in the adventure. Only the service of transferring the rune is free, however. Characters must still pay the 10% materials cost and provide any required runestones.
Selling Gear
All gear is sold back for half of the gold the character originally paid. Equipment that was purchased as part of a bundle, such as a class kit or a magic weapon, can only be sold back as part of the same bundle, and all parts of the bundle must be sold. Partially used consumables cannot be sold back. Rebuild Boons that state kit values are an exception to the half price resale rule.
A pregenerated character's gear can never be sold, although there is an equivalent discount for removing conditions from pregens at the end of an adventure. See After the Adventure and Spellcasting Service Costs for details.
Recording Purchases
All purchases must be recorded on a Chronicle Sheet or on a separate record tracker.
Rebuilding Characters
When rebuilding your character in any way, you must describe all changes on your next Chronicle Sheet. You can never create a character using Rebuilding or Retraining that you could not build without it.
New Character Free Rebuilds
After playing a new character, you might find aspects of your character you would like to change. Don’t worry! Until you play a game in which your character starts with 12 or more XP, you can freely rebuild any aspect of your character. This counts as building the character for Boons that apply when you build a character. If this would change the character’s equipment, you can sell back equipment at 100% of the gold paid. This otherwise follows the rules for Selling Gear. The character retains their Reputation earned and character number.
For retraining options available once your character reaches 12 or more XP, see Player Options: Retraining Characters.
Remaster Rebuilds
On November 15, 2023, all characters with at least one game reported were granted one free full rebuild. This rebuild expired on January 1, 2025. This is the only rebuild of this type which will be granted. See Remaster Rules > Rebuilding for details.
Deity Death Rebuilds
A number of deities died during 2024 as part of the War of Immortals event. Dead deities do not provide mechanical benefits. Any character using a character option that explicitly receives power from a deity who dies receives a free rebuild automatically, which does not expire.
Rule Changes
The Pathfinder Roleplaying Game is a living game, meaning sometimes game elements change over the course of a PC’s career. However, if you begin playing an adventure before the effective date of a rule change, you are not required to use the updated rules for that play of the adventure. Similarly, if a convention or other gaming event begins before the effective date of a rule change, you are not required to use the updated rules for adventures run as part of that event.
If a rule change modifies an element of your character, you could be eligible for a partial rebuild. See Errata Rebuilds for more details.
Playing an Adventure
Once you have created a character or selected a pregen, it's time for the main event: playing an adventure!
About Adventures
There are three types of adventures written for the Pathfinder Society campaign:
- Pathfinder Society Scenarios: 2–3 hour (part of season 7 and above) or 4–5 hour adventures (seasons 1-6 and part of season 7), each a single episode in a continuing story.
- Pathfinder Printables Adventures: similar to Scenarios, but written to incorporate ongoing 3D printing releases in the Pathfinder Printables product line, each a stand-alone adventure.
- Pathfinder Quests: shorter adventures often used as introductions to the game.
- Quests #1-13 (Series 1) run about 1 hour
- Quests #14 and up (Series 2) run about 2-3 hours
Rules for additional types of adventures can be found in GM Options: Additional Adventures.
Level Ranges
In a typical home game, the PCs are all the same level and face challenges tailored to their level. In Organized Play, more flexibility is necessary so characters of different levels can participate smoothly in the same adventure. Each adventure lists the character levels that are eligible to play it, as well one or more level ranges within the adventure.
If an adventure has more than 2 level ranges, each table must choose 2 adjacent level ranges for that adventure. Only characters whose level falls within those two level ranges can play at that table. This rule is primarily applicable to multi-table interactive special Scenarios.
Scenario Tags
Pathfinder Society adventures use a set of tags (labels) to highlight properties of the adventure as follows:
- Exclusive: Scenarios with this tag have running requirements outside the standard one table environment. Scenarios with this tag include specific rules on who is eligible to run it and where and how it can be run.
- Faction: Scenarios with this tag address the listed Faction's goals and often grant additional reputation with that Faction.
- Glyph: Scenarios with this tag contribute to the GM fifth Glyph requirements.
- Metaplot: Scenarios with this tag are directly connected to the season’s ongoing storyline.
Legal Table Size
Pathfinder Society adventures are written for four to six PCs. Scenarios from partway through Year 7 and on use a format balanced for six PCs with easy, normal, and hard adjustments. Years 1-6 and part of Year 7 are written directly for four to six PCs.
Maximum Table: Tables cannot have seven or more players.
Minimum Table: A GM can run a table with two or three players in some situations. In those cases, all four-player adjustments written into the adventure still apply. See Table Size Scaling for details.
Before the Adventure
Before the game starts, choose a character to play. This can be one of your existing characters or a pregenerated character (pregen), but it must fall within the allowed levels for the adventure. If you choose a pregen, you must also choose an existing character of lower level, a first level character, or a brand new character to assign credit to. You can also choose a Faction to represent.
Assigning Credit
The GM will provide a sign-in sheet to record your character’s name, Organized Play ID, Character Number, level, Faction, and advancement speed as well as any contact information the GM needs to send your Chronicle to you. Faction and advancement speed are optional and can be left blank.
If you are playing a pregen, use the character number of the character who will receive credit for the adventure. At this point, the Chronicle for the adventure is assigned to that character.
One Character per Adventure
You can have as many active characters as you want in Organized Play. However, you can play only one of your characters during a specific adventure.
One Adventure per Character
A character can only take part in one adventure at a time. From the time the character begins an adventure to the time Chronicles are issued, that character cannot be involved in any other adventure. Characters engaged in play-by-post are considered busy and cannot be used in another game while the play-by-post is running.
Replaying Adventures
As of July 30, 2026, all adventures can be replayed for credit. You can earn a Chronicle for any adventure as many times as you like, although each of your characters can still only earn one copy of a Chronicle for any particular adventure.
Rules for Replaying
One Chronicle per Character: Each character can only earn one copy of a Chronicle for any single adventure. You cannot replay an adventure for credit with a character that has already received credit for that adventure.
Notify the GM: Inform the GM that you have already played the adventure or run it as a GM. Although GMs are asked to be flexible, the GM maintains the right to deny running the adventure for you if they feel uncomfortable running the event for players who have foreknowledge of the story.
No Spoilers: When you are replaying an adventure, avoid spoiling the adventure’s plot or using insider information to affect gameplay. Doing so can be grounds for the GM to remove you from the table. In general, be mindful in separating player knowledge from character knowledge, and if you are uncertain how to proceed, speak privately with the GM to determine the best course of action.
Reporting and Rewards for Replaying
Replays of adventures earn rewards for the playthrough normally; that is, they earn a Chronicle and the same rewards a first-time player would earn. They get access to any Boons and items on the Chronicle, as well as currency, XP, and Reputation, all subject to the outcome of the adventure.
During the Adventure
Mission Briefing
Each adventure typically begins with a briefing, either in the form of a message, a meeting with a Venture-Captain, or a job offer from an outside employer.
Supplies: Beginning in Year 8 (August 2026), the mission briefing might also provide Pathfinders with additional items. These items are available for characters to use only during the adventure; any such items are returned to the Pathfinder Society at the adventure’s conclusion. In adventures from Year 7 or earlier, all characters receive one healing potion or oil of unlife with an item level of the character's level or lower at the conclusion of the mission briefing.
Hero Points: Immediately after the mission briefing, the GM will distribute initial Hero Points. PC pg. 413, CRB pg. 467Player Core page 413
Core Rulebook page 467
(click to close) Some rewards grant players additional initial Hero Points; these rewards include GM Glyphs, Campaign Coins, and Order of the Wayfinder recognition. Remember, you can have a maximum of 3 Hero Points at a time. PC pg. 413, CRB pg. 467Player Core page 413
Core Rulebook page 467
(click to close)
Daily Preparations: In most cases, PCs can perform their daily preparations (changing prepared spells, preparing staves, etc.) after the mission briefing and questions. In exceptional circumstances, such as if the briefing is interrupted, a GM might determine there is not time for such adjustments before the mission.
Purchasing Equipment: This will also often be the last opportunity your character has to purchase equipment during the adventure.
Void Energy Healing
Any time a Pathfinder Society NPC or allied NPC provides a healing potion or heal spell (as a casting, wand, scroll, effect of a boon including promotional boon, or other similar effect), a PC who relies on void energy healing can receive an oil of unlife GMC pg. 258, APG pg. 258GM Core page 258
Advanced Player's Guide page 258
(click to close) or harm spell PC pg. 334, CRB pg. 343Player Core page 334
Core Rulebook page 343
(click to close) of an equal spell rank instead.
The player must make this request at the time the healing is supplied. Treasure found during the adventure and gifts from NPCs not affiliated with the Pathfinder Society are unaffected.
Treasure
You will typically find items during play. These items are available for use only during the adventure and often appear as purchasable items on Chronicles.
You will typically not find gold during play, but at the end of the adventure you will earn a fixed amount of gold based on level. Older adventures use the Treasure Bundles system; see Supplemental Materials for details.
Once Per Adventure Options
Character Options that can be used less often than once per day can be used once per adventure in Pathfinder Society play.
Crafting
Characters are not able to craft items during an adventure. The only permitted crafting happens during Downtime (see Downtime Crafting).
Run Prudently
The Paizo Organized Play program strives to provide a fun, engaging, consistent experience at all tables. GMs are required to run Paizo Organized Play adventures as written, but are empowered to make adjustments to suit the table, fix obvious errors or typos, use alternate maps, and ensure all players have the best possible experience.
GMs must allow you to use legal character options and cannot change the mechanics of those options. GMs can change the presentation of adventure elements (reskin) to avoid phobias or otherwise ensure a positive experience for all players, but cannot change the mechanics of those elements.
For additional details, see Permitted Table Adjustments. For legal character options, see the Character Options page.
Ethical Infractions and Infamy
Players are responsible for their characters’ choices and are subject to consequences resulting from those choices. Infamy represents a character’s reputation for performing evil or criminal actions. Some Scenarios will call out specific actions that will cause one or more PCs to gain Infamy. A GM can also assign Infamy for evil or criminal acts not specifically called out by the Scenario.
Warnings: The GM must warn the Player that their act will earn Infamy. This warning can be in character or out of character but must be clear to the player. If the PC goes through with the action, they earn the point of Infamy.
Effects of Infamy: Each point of Infamy reduces a PC’s effective level by one for purposes of purchasing gear.
If a character ends an adventure with 3 or more Infamy, that PC’s membership is revoked and they can no longer play in the campaign. The character must be marked dead when the table is reported.
Infamy is not for player actions. Players who commit or describe character actions in violation of the community standards are subject to disciplinary sanctions outlined in the community policy.
Reducing Infamy: A PC can purchase the Untarnished Reputation Boon with AcP to reduce their Infamy by 1.
Major Infractions: Characters who become Wantonly Evil by performing vile actions deliberately and without motive or provocation cannot reduce the value by spending AcP and are retired from the campaign when they reach 3 Infamy. This measure is a last resort; players must try to play their characters in ways that are within the bounds of acceptable Pathfinder behavior, even if their characters have gained some Infamy.
If a character is retired for reaching 3 Infamy, the GM must report the issue to their local Venture-Captain or Regional Venture-Coordinator. (See Violation Enforcement Procedures for more information.)
Only in-game actions earn Infamy. Code of Conduct violations earn players table sanctions.
After the Adventure
After the game, you and your GM will complete some brief housekeeping steps.
Issuing Official Chronicles
After every adventure, the GM issues each player a Chronicle to document the rewards earned by a PC during a particular adventure.
Each Chronicle includes a summary of the adventure; indications of any choices made along the way which could impact the future of the campaign; and a log of rewards earned while exploring. It also provides areas for notes, purchases, and the acquisition/removal of conditions.
GMs must use the Chronicles included in the adventure or the adventure's sanctioning documents. GMs cannot create their own custom chronicles. Changes made to increase accessibility for the GM or players, such as enlarging the text to improve readability, are permitted and encouraged and do not invalidate Chronicles.
Record-Keeping
Organized Play characters rely on good record-keeping to ensure accurate information while playing. Most commonly, players track purchases, Downtime, and other notes on their Chronicle Sheets. However, you can use other tracking methods such as spreadsheets, text documents, or tracking software. If you use another tracking method, you must ensure all the data on each Chronicle is reflected in your records.
Regardless of your tracking method, you must keep copies of all Chronicle Sheets. Your Chronicle Sheets for a particular character must be available for review at all games that character plays in.
You can choose to keep their records digitally or in paper files. If stored digitally, you must be comfortable with GMs handling your device while reviewing records. If in paper files, all pages must be carried to games.
Ongoing Effects
The Pathfinder Society takes care of its members by removing most ongoing non-permanent negative conditions and repairing agents’ damaged (but not destroyed) gear to the condition it was in at the start of the adventure. These services are free and automatic.
Some effects are not removed for free and require special attention. They are detailed below.
Ongoing Afflictions
During an adventure, a character might gain afflictions or harmful conditions such as curses, diseases, poison, or death.
All permanent afflictions must be cleared from the character before the end of the adventure. The following conditions are not automatically removed and must be cleared from the character before the end of the adventure or the character ceases to be available for Organized Play and must be marked dead on the Chronicle and when reporting the game:
- Death
- Permanent negative effects, including polymorph or petrification
- Permanent curses
Affliction removal applies to pregenerated characters. Any unresolved afflictions on a pregen carry over to the Pathfinder Society character receiving credit for the adventure. If that means the character would be marked dead, they are marked dead immediately.
Removing Afflictions
Other PCs can use their spells, feats or class abilities to assist characters in recovering from negative effects. They can also contribute consumables or gold, but are not required to. Characters can always use gold earned during the adventure to clear conditions. Condition removal purchased using AcP or gold automatically succeeds as long as success is possible.
Costs for removing conditions and the discount for removing conditions from pregens are found under Spellcasting Service Costs.
Players can also use the Second Chance AcP Boon (to clear death) or the Pathfinder Condition Removal AcP Boon (to clear all other conditions.) When it is not feasible to purchase these Boons immediately after the game, GMs are encouraged to work with players to ensure that the Boon is purchased in as timely a fashion as possible, and not immediately mark the character “dead” as above.
Ongoing Spell Effects
All permanent or ongoing spell effects end at the end of the adventure, just after resolving negative conditions, with the exception of secret pageCRB pg. 367Core Rulebook page 367
(click to close) and continual flameCRB pg. 326Core Rulebook page 326
(click to close) / everlight.PC pg. 329Player Core page 329
(click to close) A character can carry over one casting of secret page and one casting of either continual flame or everlight to their next adventure.
Record any ongoing spells, including in your record the spell's rank and the Organized Play number and Character ID of the caster. Spells replaced by subsequent castings, counteracted, or otherwise lost must be recorded as expended (typically, crossed off).
Spells cast into items (for example, a countering charmGMC pg. 287GM Core page 287
(click to close) ) are not considered ongoing spell effects and do persist between adventures. Record such spells as you would record an ongoing spell.
Adventure Rewards
Your character earns a variety of rewards for completing the adventure.
Chronicle Boons
Once completed, some adventures grant access to Boons. These Chronicle Boons will be noted on the Chronicle and can be accessed on the Boons tab of the My Organized Play page on paizo.com.
Chronicle Treasure
Unlike a traditional game in which the PCs would divide recovered magic items and other treasure among themselves, Pathfinder Society awards each participating PC a share of gold based on their respective levels. Rather than divide up items unequally, PCs do not keep any items found during an adventure. Instead, PCs have equal access to purchase any special treasure found, represented by the items listed on the Chronicle. See Purchasing Guidelines for complete purchasing rules.
Experience Points
Each time you play an adventure, your character receives experience points (XP). Typically, you gain 4 XP for completing a Pathfinder Society Scenario and 12 XP for completing an Adventure Path volume.
Reputation
Reputation is a measure of how influential your character is in the Pathfinder Society. See Factions and Reputation for more about how Reputation works.
Downtime
Not every Pathfinder works for the Society full time. Some are trained artisans, professionals, or performers and earn extra income between missions. Scenarios and Quests grant two days of Downtime per XP earned. Bounties are missions the PC undertakes during their Downtime and thus grant no Downtime. Other adventures grant the Downtime listed in their sanctioning document.
Downtime is spent in Downtime units of up to 8 days at a time. If a character earns 8 days or fewer of Downtime, it is spent in a single unit. If they earn more than 8 days, the character spends units of 8 days, one at a time, until 8 or fewer days remain, then spends the remaining days as a single unit. Multiple different activities can occur in a single Downtime unit, but you can only ever roll once for a given activity in any given unit.
Downtime is spent after each Chronicle is applied, or it is lost. Downtime cannot be saved up (accrued). If a Chronicle is assigned but not immediately applied (see Applying Credit), then wait to spend downtime until the Chronicle is applied.
For most PCs, Downtime will be spent Earning Income by rolling a Crafting, Performance, or Lore check and consulting the table below. This table is a modified version of the Earn Income table from the Player Core PC pg. 228Player Core page 228
(click to close) that uses a default Task Level of your character's level - 2.
Some abilities or Boons allow other types of skill checks to Earn Income (for example, Bargain Hunter PC pg. 252, CRB pg. 258Player Core page 252
Core Rulebook page 258
(click to close) ) or allow you to attempt higher-level tasks.
Complete any other Downtime activities (crafting, retraining, etc.) before beginning Earn Income checks. Make one skill check for each Earn Income Downtime Unit (including units where you complete multiple activities, such as spending 7 days retraining and then 1 day Earning Income). Checks to Earn Income do not carry beyond the Downtime unit In which the check was made.
On a critical success, treat your PC level as 1 higher to determine results, to a minimum level of 3. On a critical failure, you gain nothing from Earn Income during that Downtime unit.
Players are responsible for rolling and recording their own Downtime activities and results and can choose not to do so if they prefer to simplify play. Alternately, for players seeking more in-depth Downtime, the Player Options and Tools section includes rules for additional Downtime activities.
Table: Earn Income Pre-calculated
LEVELS 1-4 EARN INCOME (FOR 8 DAYS)
| PC Level | DC | Failed | Trained | Expert |
|---|---|---|---|---|
| 1-2 | 14 | 8 cp | 4 sp | 4 sp |
| 3 | 15 | 16 cp | 16 sp | 16 sp |
| 4 | 16 | 32 cp | 24 sp | 24 sp |
| 5* | - | - | 40 sp | 40 sp |
LEVELS 5-8 EARN INCOME (FOR 8 DAYS)
| PC Level | DC | Failed | Trained | Expert |
|---|---|---|---|---|
| 5 | 18 | 64 cp | 40 sp | 40 sp |
| 6 | 19 | 8 sp | 56 sp | 64 sp |
| 7 | 20 | 16 sp | 72 sp | 8 gp |
| 8 | 22 | 24 sp | 12 gp | 16 gp |
| 9* | - | - | 16 gp | 20 gp |
LEVELS 9-12 EARN INCOME (FOR 8 DAYS)
| PC Level | DC | Failed | Trained | Expert | Master |
|---|---|---|---|---|---|
| 9 | 23 | 32 sp | 16 gp | 20 gp | 20 gp |
| 10 | 24 | 40 sp | 20 gp | 24 gp | 24 gp |
| 11 | 26 | 48 sp | 24 gp | 32 gp | 32 gp |
| 12 | 27 | 56 sp | 32 gp | 40 gp | 48 gp |
| 13* | - | - | 40 gp | 48 gp | 64 gp |
LEVELS 13-16 EARN INCOME (FOR 8 DAYS)
| PC Level | DC | Failed | Trained | Expert | Master |
|---|---|---|---|---|---|
| 13 | 28 | 64 sp | 40 gp | 48 gp | 64 gp |
| 14 | 30 | 72 sp | 48 gp | 64 gp | 80 gp |
| 15 | 31 | 80 sp | 56 gp | 80 gp | 120 gp |
| 16 | 32 | 120 sp | 64 gp | 120 gp | 160 gp |
| 17* | - | - | 80 gp | 160 gp | 224 gp |
LEVELS 1-4 EARN INCOME (FOR 2 DAYS)
| PC Level | DC | Failed | Trained | Expert |
|---|---|---|---|---|
| 1-2 | 14 | 2 cp | 1 sp | 1 sp |
| 3 | 15 | 4 cp | 4 sp | 4 sp |
| 4 | 16 | 8 cp | 6 sp | 6 sp |
| 5* | - | - | 10 sp | 10 sp |
LEVELS 5-8 EARN INCOME (FOR 2 DAYS)
| PC Level | DC | Failed | Trained | Expert |
|---|---|---|---|---|
| 5 | 18 | 16 cp | 10 sp | 10 sp |
| 6 | 19 | 2 sp | 14 sp | 16 sp |
| 7 | 20 | 4 sp | 18 sp | 2 gp |
| 8 | 22 | 6 sp | 3 gp | 4 gp |
| 9* | - | - | 4 gp | 5 gp |
LEVELS 9-12 EARN INCOME (FOR 2 DAYS)
| PC Level | DC | Failed | Trained | Expert | Master |
|---|---|---|---|---|---|
| 9 | 23 | 8 sp | 4 gp | 5 gp | 5 gp |
| 10 | 24 | 10 sp | 5 gp | 6 gp | 6 gp |
| 11 | 26 | 12 sp | 6 gp | 8 gp | 8 gp |
| 12 | 27 | 14 sp | 8 gp | 10 gp | 12 gp |
| 13* | - | - | 10 gp | 12 gp | 16 gp |
LEVELS 13-16 EARN INCOME (FOR 2 DAYS)
| PC Level | DC | Failed | Trained | Expert | Master |
|---|---|---|---|---|---|
| 13 | 28 | 16 sp | 10 gp | 12 gp | 16 gp |
| 14 | 30 | 18 sp | 12 gp | 16 gp | 20 gp |
| 15 | 31 | 20 sp | 14 gp | 20 gp | 30 gp |
| 16 | 32 | 30 sp | 16 gp | 30 gp | 40 gp |
| 17* | - | - | 20 gp | 40 gp | 56 gp |
LEVELS 1-4 EARN INCOME (FOR 4 DAYS)
| PC Level | DC | Failed | Trained | Expert |
|---|---|---|---|---|
| 1-2 | 14 | 4 cp | 2 sp | 2 sp |
| 3 | 15 | 8 cp | 8 sp | 8 sp |
| 4 | 16 | 16 cp | 12 sp | 12 sp |
| 5* | - | - | 20 sp | 20 sp |
LEVELS 5-8 EARN INCOME (FOR 4 DAYS)
| PC Level | DC | Failed | Trained | Expert |
|---|---|---|---|---|
| 5 | 18 | 32 cp | 20 sp | 20 sp |
| 6 | 19 | 4 sp | 28 sp | 32 sp |
| 7 | 20 | 8 sp | 36 sp | 4 gp |
| 8 | 22 | 12 sp | 6 gp | 8 gp |
| 9* | - | - | 8 gp | 10 gp |
LEVELS 9-12 EARN INCOME (FOR 4 DAYS)
| PC Level | DC | Failed | Trained | Expert | Master |
|---|---|---|---|---|---|
| 9 | 23 | 16 sp | 8 gp | 10 gp | 10 gp |
| 10 | 24 | 20 sp | 10 gp | 12 gp | 12 gp |
| 11 | 26 | 24 sp | 12 gp | 16 gp | 16 gp |
| 12 | 27 | 28 sp | 16 gp | 20 gp | 24 gp |
| 13* | - | - | 20 gp | 24 gp | 32 gp |
LEVELS 13-16 EARN INCOME (FOR 4 DAYS)
| PC Level | DC | Failed | Trained | Expert | Master |
|---|---|---|---|---|---|
| 13 | 28 | 32 sp | 20 gp | 24 gp | 32 gp |
| 14 | 30 | 36 sp | 24 gp | 32 gp | 40 gp |
| 15 | 31 | 40 sp | 28 gp | 40 gp | 60 gp |
| 16 | 32 | 60 sp | 32 gp | 60 gp | 80 gp |
| 17* | - | - | 40 gp | 80 gp | 112 gp |
* On a critical success increase your PC level by 1 to determine results, to a minimum level of 3.
Applying Credit
Normally, Chronicles are applied as soon as they are issued. Apply all Chronicle rewards, Downtime, and ongoing effects and conditions to the character. This must be done before the character’s next game.
When a Chronicle is applied, the following things happen in order: earn adventure gold, complete Downtime, then earn XP. Downtime occurs before leveling up, which affects alternate Downtime options including crafting. Items can be purchased at any time when not playing an adventure, so characters can level up before making purchases, which affects what items are available.
Chronicles earned by playing a pregenerated character can be assigned in one of the following ways:
- Assign to a 1st level character:
- Apply the Chronicle immediately.
- Award gold as if the earning character is at 1st level.
- If the character is below the lowest level that can play the adventure, they do not benefit from any Boons or item unlocks on the Chronicle until they reach the lowest level allowed to play the adventure.
- Assign to a new character at the same level as the pregen:
- Apply the Chronicle immediately.
- Assign to a character at a lower level than the pregen:
- Hold the Chronicle and do not apply it immediately.
- Once the character reaches the pregen’s level, you must apply the Chronicle immediately (see details below).
Once a PC reaches the level of one or more of their held Chronicles, those held Chronicles are applied immediately in the order in which they were played. Complete Downtime and earn all rewards on one Chronicle (following the order above) before applying the next Chronicle. Downtime checks use the skills of the character who is receiving credit for the adventure at the time the Chronicle is applied.
If a Chronicle grants more than 4 XP, apply it 4 XP at a time, including the associated rewards. All credit and rewards from a single Chronicle must be applied before applying another Chronicle.
Applying held Chronicles in batches can level up a character. Since a character’s level cannot exceed the level of any Chronicle applied to them, any out-of-level Chronicles applied are lost.
Leveling Up
Characters advance 1 level for every 12 XP they earn. Characters who are eligible to level up must do so immediately. Pathfinder Society XP is a running total and is not reset when you level up.
Being a Game Master
Paizo Organized Play games need more than characters and players–they need GMs to run the game!
GM Basics
Running Paizo Organized Play games is similar to running a home campaign with a few house rules established by campaign leadership. In addition to this section, familiarize yourself with the other sections of the Guide. You need to know what players know, what their expectations are, and how their characters are created, played, and advanced.
Who Can Be a Game Master
Anyone with a valid Organized Play ID can run Organized Play adventures. Local groups and the campaign as a whole benefit as the pool of game masters increases. The Venture Officer network provides support and guidance for all GMs and potential GMs. If you are not sure how to contact your local Venture Officer, contact your Regional Venture-Coordinator from the Organized Play regions list.
Duties of a Game Master
As a Paizo Organized Play GM, you have the following duties:
- Communicate with your local Event Organizer.
- Prepare an adventure to offer, including gathering the necessary supplies such as maps, miniatures, and reference materials.
- Provide a welcoming environment for players.
- Deliver session results to players via established recording mechanisms.
- Report the results of the game:
- Follow your Event Organizer's reporting process.
- If you are also the Event Organizer, report games directly on the paizo.com My Organized Play page.
- We encourage you to report games on the My Organized Play page as soon as possible. Try to report games no later than a week or two after they are completed.
Where to Buy Adventures
Paizo Organized Play adventures are available for purchase at paizo.com. They are usually released during the last week of each month. Current production rates include one or two new scenarios each month for each active program, with additional Organized Play content released periodically throughout the year. These adventures are written expressly for use in the Organized Play campaigns.
Paizo also produces additional adventures written for more general use. See Additional Adventures for more about these products and how to use them in Organized Play.
Preparing an Adventure
Because adventures are written for a variable number of characters across a range of levels, GMs need to adjust the adventure to their table as below. In addition, when preparing an adventure, remember that the Organized Play adventures errata forum houses the official errata and clarifications to Pathfinder Society adventures.
Table Size Scaling
Pathfinder Society adventures are written for four to six PCs. However, a GM can run a table with two or three players in some situations. In those cases, all four-player adjustments written into the adventure still apply. Make the following adjustments:
- Adventures with a minimum level of 7 or lower: can be run for a table of two or three players by adding Iconic Pregens at the appropriate level to meet the minimum table size of four PCs. The GM can either play these characters themselves or have one or more players play them, provided the player or players agree. Iconic Pregens are available for 1st, 3rd, 5th, and 7th level.
- Adventures with a minimum level of 8 or higher: can be run for a table of 3 players, but only if all players at the table agree. A "hard mode" playthrough like this is expected to be satisfying, but remember that adventures are designed for a minimum of four PCs. Players and GMs are cautioned that playthroughs on "hard mode" will be more difficult than normal.
- All levels: If there are still not enough players even with these adjustments and there is a player available who has already played the adventure, they can join the table, playing for no credit.
Adjusting Adventure Difficulty
During Year 7, Pathfinder Society Scenarios changed to adjust difficulty with easier and harder potential modifications to encounters. Earlier adventures used the Challenge Points system to adjust difficulty.
Current Pathfinder Society Scenarios have encounters that are balanced for six PCs of the lowest level for that adventure (for example, six level 1 PCs in a levels 1-2 adventure). Each encounter also contains Easier and Harder adjustments in a sidebar. GMs use their best judgement and adjust encounters accordingly based on the number of PCs, their level, and the players’ experience level.
The GM can make the easier or harder adjustments based on factors such as the number and levels of characters at the table and the level of challenge the players prefer. The GM can also make different adjustments to different encounters within the scenario itself.
There are no rigid rules on when to use these adjustments. A party of six high-level PCs might seem like the ideal case for the harder adjustment, but if the players are all relatively inexperienced, the standard difficulty could be best. In most cases, a four-PC party of low-level characters would use the easier adjustment, but there are situations where the GM or players prefer not to apply it, such as if all players are experienced and want a challenge.
A GM’s goal is for the players to complete the adventure and feel as if they have overcome obstacles to do so. Attempt to run games which are neither extremely easy nor extremely hard; cakewalks are not the desired experience, but neither are consistent TPKs. GMs can alter their adjustments partway through an adventure based on the PCs’ performance, using different adjustments for different encounters.
As a reminder, GMs are encouraged to Run Prudently and expected to facilitate a fun and inclusive gaming environment for everyone at the table. (See Community Standards and Expectations for details.)
See Permitted Table Adjustments for guidance on additional adjustments and GM discretion in balancing difficulty.
Running an Adventure
Hero Points: At the beginning of an adventure, each PC receives 1 Hero Point. During play, GMs are expected to follow the normal GM guidelines and hand out additional Hero Points at a rate of approximately 1 Hero Point per hour of play. GMC pg. 57, CRB pg. 507GM Core page 57
Core Rulebook page 507
(click to close)
Secret Checks: Unless a scenario says otherwise, GMs are free to choose how to handle secret checks PC pg. 405, CRB pg. 450Player Core page 405
Core Rulebook page 450
(click to close) on a check-by-check basis and adapt based on the mood and pacing of the table.
If players rolling their own secret checks use information that their characters would not have to determine their actions, then remind them their characters would not have that information and encourage them not to use it. See Running Secret Checks for further discussion.
Permitted Table Adjustments
GMs are empowered to make certain limited adjustments at their tables.
GM Adventure Adjustments
The Paizo Organized Play program strives to provide a fun, engaging, consistent experience at all tables. GMs are required to run Paizo Organized Play adventures as written, but are empowered to make adjustments to suit the table and ensure all players have the best possible experience.
GMs must:
- Ensure players experience all major plot points and NPC interactions (excluding optional or bypassed encounters)
- Run combat encounters without substantially increasing difficulty, except as dictated by the scenario
- Maintain the presence and functioning of skill checks, subsystems, and similar challenges, while allowing for creative player solutions
GMs can:
- Adjust obvious typos or errors in a scenario
- Use alternate maps (or areas of provided maps) for encounters
- Reskin enemies to avoid phobias or for personal preference without altering mechanical traits
GMs must not:
- Change player-facing armor, feats, items, skills, spells, statistics, traits, weapons, or any other mechanics of player character options
- Disallow legal character options
- Add new encounters or NPCs with mechanical weight or influence
GM Discretion
As a Pathfinder Society GM, you have the right and responsibility to make whatever judgments you feel are necessary—within the rules—to ensure everyone has a fair and fun experience at your table.
This does not mean you can contradict rules or restrictions outlined in this Guide, a published Pathfinder RPG source, errata document (like the Pathfinder FAQ and Errata), or official FAQ (like the Pathfinder Society FAQ) on paizo.com. It does mean that only you can judge what is right for your table in situations not covered in those sources.
As the GM, you are empowered to make changes at your discretion including the list below. Note that the actions listed are explicitly allowed, but this is not a complete list of every possible situation that could require GM discretion. You can make changes including:
Table Rulings
- Interpret situations or player actions not covered by the rules.
- Interpret unclear rules.
- Determine the effects (if any) of terrain or environmental conditions described in the adventure but not given mechanics.
Content Adjustments
- Change aspects of the scenario’s description and story as appropriate for the players at the table as described in "A Welcoming Environment." GMC pg. 6, CRB pg. 485GM Core page 6
Core Rulebook page 485
(click to close) - Make changes to satisfy the Acceptable Content section of the Community Standards and Expectations.
- Modify creature tactics when invalidated by errata or official clarifications
Responses to PC Actions
- Modify creature tactics when invalidated by PC actions.
- Interpret reactions of NPCs to good roleplaying, including effects on the outcome of an encounter.
- Interpret the use of alternate skills or creative solutions to bypass or overcome traps, skill checks, and obstacles.
- DCs and results of a check are part of the mechanics and cannot be changed.
- Move missed plot points to areas where they can be encountered.
Unless an encounter is marked as optional, it is required. This does not prevent players from circumventing encounters with clever play. Otherwise, the only generally valid exceptions are due to time constraints: a venue closing imminently or a convention slot ending.
If a particular issue comes up repeatedly or causes a significant problem in one of your games, please raise any questions or concerns on the Organized Play GM Discussion forum where Venture-Officers, members of Paizo’s Organized Play team, or fellow GMs can help you resolve it.
Death and GM Discretion
Given the dangers characters face once they become Pathfinders, character death is a very real possibility (and a necessary one to maintain a sense of risk and danger in the game). However, GMs are asked to consider the player's experience when deciding whether to use especially lethal tactics or target a character in extreme danger of death, especially when the player is new to the game.
Creative Solutions
Sometimes during a game, your players might surprise you with a creative solution that the adventure did not anticipate. Rewarding the creative use of skills and roleplaying makes games more fun for the players. If your players find another solution that resolves or bypasses an encounter, give the PCs the same reward they would have gained by resolving the encounter as the adventure anticipated.
The Pathfinder Society never wants to give the impression that the only way to solve a problem is to kill it.
It is also possible that the PCs will kill an NPC with an important piece of information or destroy a critical clue. Unless the scenario specifically instructs you to withhold that information, you are free to improvise an alternate way for the information to survive and reach the PCs.
For additional discussion and examples, see Advice for Running.
Concluding an Adventure
Once the game is finished, issue Chronicles to the players and GM.
Filling Out a Chronicle
The sections of a Chronicle are detailed below. Sections marked with an asterisk (*) include some element that GMs must address before players leave the table, either by filling it in themselves or asking the players to fill in the appropriate information. Players can fill out other sections between sessions.
Table: Sample Chronicles by Season
- (A.) Adventure Name/Number: Preprinted on the form.
- (B.) Character Name: Name of the hero who took part in this adventure.
- (C.) Character Number:* Unique identifier for the character played, including the player's Organized Play ID and the character's number.
- (D.) Partner Code: A unique code that identifies the Chronicle that can be used by third parties to reference the Chronicle.
- (E.) Adventure Summary: A brief summary that can include checkboxes to help remind you which choices you made during the adventure.
- (F.) Boons: Special rewards unlocked for playing the scenario. Also contains instructions regarding Achievement Points..
- (G.) Treasure Access:* Uncommon or high level items found during the adventure (if used in the campaign).
- (H.) Variable quantities:* Quantities that depend on character’s level or successes during the adventure, such as treasure.
- (I.) Event Name:* Name given to the event on paizo.com. This can be useful when the event number is incorrect or illegible.
- (J.) Event Number:* Unique identifier for the event where the game was played; provided by the Event Organizer.
- (K.) Date:* Date the adventure was completed.
- (L.) GM Number:* The GM's Organized Play ID.
GMs are no longer required to sign or initial any part of a Chronicle, even though earlier adventures include boxes for that.
GMs are encouraged to add notes to Chronicles about interesting events that occur during the adventure.
Remember that certain permanent afflictions (including death), if not cleared at the end of an adventure, require a character to be marked as dead on the Chronicle Sheet and reported on paizo.com as dead. See Ongoing Effects for the list of those afflictions and options for removing afflictions, including limited exceptions.
Treasure Access
The GM must cross off the high level range items on the Chronicle Sheet if the party did not play in the high level range. The GM also must cross off items that the PCs did not encounter.
Variable Quantities
Advancement Speed: Players can use the slow advancement option, which they are expected to note on the sign in sheet. In this case, divide the Experience Points, Reputation, and Gold from Treasure Bundles described below in half; do not round. Slow advancement also awards half Downtime days, but the player is responsible for their own Downtime.
Experience Points (XP): Each Scenario awards 4 XP. Each Bounty or Quest (Series 1) typically awards 1 XP, while each Series 2 Quest (#14 and up) typically awards 2 XP.
Typical Adventure Rewards
The table below summarizes the typical rewards for completing each type of adventure. Check the Sanctioning Document for each adventure for details, including any variations.
Series 1 Quests are designed as roughly one-fourth the play time and rewards of a Pathfinder Society Scenario. Series 2 Quests are designed as roughly half the play time and rewards of a Scenario.
Table: Typical Adventure Rewards
| Adventure Type | Experience | Reputation | Downtime |
|---|---|---|---|
| Scenario | 4 XP | 4 Rep | 8 days |
| Series 2 Quest | 2 XP | 2 Rep | 4 days |
| Series 1 Quest | 1 XP | 1 Rep | 2 days |
| Bounty | 1 XP | 1 Rep | -- |
Reputation: Each adventure lists how much Reputation to award, with typical amounts in the table above. If the player did not choose a Faction to represent, they gain the Reputation with the Horizon Hunters. Scenarios with the Faction tag often award additional Reputation with the named Faction(s) for completing their goals.
Fame: Adventures in Year 1 granted Fame as a spendable and trackable currency. As of Year 2, adventures no longer reward Fame. Fame was replaced with Achievement Points (AcP) for all games played after the beginning of Year 2 (31 July 2020), including tables of Year 1 Scenarios. If the Chronicle has a section for Fame, cross it off.
Treasure Bundles: Older adventures grant gold using Treasure Bundles, which provide a varying amount of gold based on adventure completion tasks. See the Supplemental Materials for details. Current adventures grant a flat amount of gold based on their level range.
GM Chronicles
Game Masters earn GM table credits and Achievement Points each time they GM an adventure. You can earn a Chronicle for GMing once per adventure, typically the first time you GM the adventure. If you GM an adventure but do not take a Chronicle for it, report the game on paizo.com using your Organized Play ID number as usual, but leave the character number blank.
GMs have a few special rules for assigning and applying Chronicles:
- Chronicles earned by GMing must be assigned to characters when received.
- Chronicles earned by GMing provide full rewards. This includes 100% of all money, XP, Reputation (including any bonus reputation), Downtime, and access to items and Boons.
- A GM's character receives credit for the level range they are in when the Chronicle is applied, regardless of the level at which the GM ran the adventure.
- GMs can choose not to receive a Chronicle for any game they run, deferring it to a future run.
- GMs can assign Chronicles to characters currently playing another adventure. In this case, apply the Chronicle after the character completes their current adventure.
- Chronicles earned by GMing and playing count equally for the One Chronicle per Character rule.
When a Chronicle is assigned to a character who is below the lowest level allowed to play the adventure, treat it as if the GM had played a pregenerated character at the lowest level allowed to play the adventure.
The GM can choose any combination of checkboxes / Boons / rewards that could have been earned by a player. The GM is not limited to the results of the players at any particular table; however, they must select rewards that could have been earned during a single play of the adventure.
If the adventure requires players to choose among Factions to receive bonus Reputation, the GM must also choose one; GMs do not earn Reputation with each Faction that could be chosen. The GM's choice can be different from their players' choice.
Special Cases
The following rules are unlikely to come up at most tables. Many of them ideally never come up. They are included here for when they are needed.
Campaign Leadership
The people with the authority to issue rulings for the Pathfinder Society campaign are:
- Alex Speidel (Convention and Organized Play Manager) and
- Jessica Catalan (Senior Starfinder Society Developer).
Clarifications from other campaigns and their campaign managers do not apply to the Pathfinder Society Organized Play campaign unless confirmed by one of the above individuals.
Rules Variations
From time to time, players might encounter different rules sources with minor variations in the rules. In general, the most current English-language printing of the rulebook in question is the definitive source. For this Guide, the most current printing is the English version on this webpage.
Errata Rebuilds
The following guidelines allow players to update or convert existing characters to use the most current rules. Campaign Leadership might allow additional changes in the case of specific errata.
Class Features and Archetype Abilities: If an errata or FAQ changes an attribute modifier-dependent feature of a class or archetype, you can rebuild your character to its current XP. You can keep the same equipment or choose to resell any equipment that augments the altered ability score at full price.
If an errata or FAQ changes one of your character's class features for which there are multiple options (such as a bard’s muse), you can switch that class feature to a different one that your character would have qualified for at the same level when they first received the class feature. Any abilities that have the removed feature as a prerequisite can also be altered in the same manner.
If an errata or FAQ changes a class or archetype so that you no longer have proficiency with a given weapon or armor type, you can sell back any affected equipment at full price. You can also swap out any feats directly associated with the affected equipment.
Feats: If a feat changes or is removed from the Character Options page, you can replace the feat and any other feats that have the modified feat as a prerequisite) entirely with another feat for which you meet all the prerequisites. If any of the feat’s changes directly reference one or more pieces of equipment you own (such as the weapon selected for the Unconventional Weaponry feat), you can sell back that equipment at full price.
Items: If the price of an item increases, you must sell back the affected equipment at its original full price. So long as you have enough gold, you can repurchase the same item at its updated cost.
Spells: If the rank of a spell changes, you must retrain the altered spell, replacing it with another spell of its original spell rank. You can also retrain one spell of the altered spell’s new rank, but only in order to learn the altered spell. You must sell back any items that use that spell at their current full price based on the spell’s old rank.
Community Standards and Expectations
All participants in Paizo Organized Play must adhere to the Paizo Organized Play Code of Conduct and the Organized Play Community Standards—read through them and uphold them at all Organized Play events and sessions.
Community Code of Conduct
The version of the Paizo Organized Play Code of Conduct posted on paizo.com is the official version and takes precedence in the case of any conflict with the version below, which is reproduced here for convenience.
Paizo Organized Play, encompassing Pathfinder Society (PFS), Starfinder Society (SFS) and Pathfinder Adventure Card Society (PACS), is an inclusive social event open to everyone, where we intend that all participants may enjoy gaming in a fun and safe environment. Participants are expected to respect their fellow players and work together to create positive and memorable experiences. While conflict between characters may arise, at no time should a player or Game Master (GM) feel excluded or threatened at the table. The Paizo Organized Play organization reserves the right to refuse participation to any person for inappropriate or illegal conduct. All refusals of participation from Organized Play must be accompanied by a reason, duration of refusal, and criteria for rejoining organized play activities.
Inappropriate conduct includes, but is not limited to: the excessive use of foul language, physical or verbal aggression/intimidation, lewd conduct, inappropriate physical contact, unwelcome sexual attention, slander, stalking, or harassment/discrimination based on age, disability, ethnicity, gender or gender expression/identity, race, religion, sexuality, or any other reason.
Complaints under this policy should be brought to the Event Organizer or a Venture-Officer, who will work to resolve the issue or escalate the issue to the next level within the PFS organization. As an alternative, issues may be reported to the Convention and Organized Play Manager (COPM) via email at organizedplay@paizo.com. Issues will be resolved at the lowest level possible within the Organized Play organization. In the case that escalation is necessary, the COPM is the final arbiter of any dispute arising from application of this policy.
Illegal activity needs to be escalated to proper authorities such as convention organizers, facility security, local police, or other appropriate organizations. Event Organizer or Venture-Officers are available to assist participants with contacting local law enforcement, providing escorts, or otherwise help participants feel safe for the duration of an event.
Paizo recognizes that there may be themes included in the Organized Play campaigns that result in uncomfortable situations at the gaming table. If content within a scenario or another character at the table presents cause for concern, we request players identify the issue to the Game Master either vocally or by passing a note. We ask that GMs help the table respect attendees’ sensibilities and reduce/redirect problematic themes once identified. If a participant has been asked to stop any problematic behavior, they are expected to comply immediately, or will be asked to leave the table.
Once again, the intention of Paizo Organized Play is to provide a fun and inclusive gaming environment. The above policy is in place to help further that goal. By joining any Organized Play table, participants are agreeing to the terms and conditions of Paizo Organized Play.
Acceptable Content
Paizo Organized Play games use the Pathfinder Baseline. GMC pg. 7, CRB pg. 486GM Core page 7
Core Rulebook page 486
(click to close) Circumstances such as venue restrictions, table composition or player needs can require additional adjustments to the baseline. GMs are encouraged to choose alternate descriptions, utilize Lines and Veils, or incorporate X-Cards GMC pg. 7, CRB pg. 485GM Core page 7
Core Rulebook page 485
(click to close) to provide the best gaming experience possible.
The version of the Pathfinder Baseline published in the Pathfinder GM Core is the official version and takes precedence in the case of any conflict with the version below, which is reproduced here for convenience.
The Pathfinder Baseline
You might find that your players don’t have much to say on the topic of objectionable content, and just assume that general societal mores will keep the most uncomfortable topics out of the game. That’s not always enough, as that approach relies on shared assumptions that aren’t always accurate. The following is a set of basic assumptions that works for many groups, which you can modify to fit your preferences and those of the other players.
- Bloodshed, injuries, and even dismemberment might be described. However, excessive descriptions of gore and cruelty should be avoided.
- Romantic and sexual relationships can happen in the game, but players should avoid being overly suggestive. Sex always happens “off-screen.” Because attempts at initiating a relationship between player characters can be uncomfortably similar to one player hitting on another, this should generally be avoided (and is entirely inappropriate when playing with strangers).
- Avoid excessively gross or scatological descriptions.
The following acts should never be performed by player characters:
- Torture
- Rape, nonconsensual sexual contact, or sexual threats
- Harm to children, including sexual abuse
- Owning slaves or profiting from the slave trade
- Reprehensible uses of mind-control magic
Villains might engage in such acts, but they won’t happen “on-screen” or won’t be described in detail. Many groups choose to not have villains engage in these activities at all, keeping these reprehensible acts out of mind entirely.
Do Not Cheat
Maintain the integrity of the game. Cheating behaviors include, but are not limited to, falsifying rolls, forging records, using unapproved resources, not owning the sources used by your character, and lying to GMs and Event Organizers. Participants caught cheating will be barred from Paizo Organized Play events for an amount of time dependent on the severity of the offense. Repeat offenders will be banned from all Paizo Organized Play activities.
Keep Good Records
Paizo Organized Play uses a combination of character sheets, Chronicles, and record trackers to chart character progression. GMs and Event Organizers rely on these documents to keep the campaigns honest, fair, and fun for everyone. It is your responsibility to maintain accurate records. Always bring either paper or digital copies of your character sheet and supporting documentation such as Chronicles and record trackers of any character you wish to play to Paizo Organized Play events. If using paper copies, we suggest keeping them all together in a binder, with a folder for each character.
If you cannot produce the supporting documents for your character, the GM can ask you to play a pregenerated character instead.
No Character-versus-Character Combat
In keeping with the “Explore, Report, Cooperate” motto, engaging in non-consensual character-versus-character conflict is prohibited. Players must obtain the consent of other players before taking an action that would intentionally include another Player Character in a damaging effect or other or harmful effect (such as effects that impose negative conditions).
Some examples include casting a harmful spell on another Player Character or an area that includes them, using abilities with an area of effect that would deal damage to another PC, or moving so that another PC is affected by a harmful emanation surrounding your character.
This rule does not apply in situations where a character is not acting of their own free will, such as if they’re being mind-controlled by an NPC and forced to attack a fellow PC.
Dealing with Problems
While hopefully rare, sometimes out-of-game problems happen. See the policies below and check with your local Event Organizer or Venture-Officers for guidance.
Dealing with Cheating
Cheating is rare, and it can be a rather heated topic. If you suspect that a player is cheating, it’s always a good idea to take a step back and consider the possibility that they are instead making an honest mistake. Inaccurate numbers on a character or mistakes on a Chronicle are far more likely to be math errors than deliberate cheating. When you see these issues, keep an open mind and work with the player to resolve them. Other issues are more clear-cut, such as lying about the results of a dice roll or the contents of their character sheet or breaking the rules even after being informed of what they are.
If you believe a player is cheating, record the Organized Play number of that player and ask them to leave your table. Afterward, send an email to the Organized Play staff at organizedplay@paizo.com, including the player’s number and as much detail as you can remember about the situation.
Dealing with Distractions
No game table is completely free of distractions. However, if something (like an electronic device) creates an ongoing distraction, a GM can request that the player put it away or police their use of the device (such as not also using a tablet computer to play a video game). If the device continues to be a distraction, the GM has the right to ban that particular item for the duration of the game.
Dealing with Interruptions
Sometimes players lose access to their character sheet, whether due to device issues, drink spills, or something else entirely. If a player can no longer use their character sheet for any reason, they can use an Iconic Pregen for the remainder of the adventure and apply the adventure rewards to their original character.
Sometimes circumstances prevent a player from completing an adventure altogether. Reasons include—but are not limited to—personal emergencies, device battery issues, venue problems, and bad timing.
To mitigate the impact on the table, GMs can exercise their discretion by adjusting the adventure's level range or scaling to accommodate the remaining players, bringing in the Iconic Pregen that most closely resembles the lost PC, or postponing the game until all players are able to complete the adventure.
When a GM applies one of the above remedies, rewards for all players are based on the lowest level range played during the adventure.
If a player leaves the table and the game continues, the GM is asked to make reasonable efforts to provide a Chronicle Sheet to the player as soon as possible. The player receives XP proportional to the adventure's expected playing time, expected XP, and the amount of time they played. For example, when playing a Scenario expected to run 4 hours and grant 4 XP, if a player leaves after 2 hours of play, they earn 2 XP. They otherwise receive rewards based on the party's actions up to the point when they left the game, including if applicable Reputation for completed tasks, Treasure Bundles found, and Chronicle Sheet-listed items found.
Exception: In the (hopefully rare) case of a medical emergency (defined as a player needing immediate, unexpected, professional medical treatment), that player’s Chronicle is filled out as if they had played the full session and they earn the same benefits as the rest of the table.
Violation Enforcement Procedures
If a player is removed from a table for violating the community standards or a character is marked “dead” due to Infamy, then it is the responsibility of the table GM or Event Organizer to advise their local venture-officer of the situation. The GM or Event Organizer will advise the player of the report and provide the player with the venture-officer's contact information so the player can present their side of the issue. Rules infringements will be kept on file, as continued violations will result in suspension of Organized Play membership.
For additional details on Organized Play policy on responding to infractions, including required documentation, see the VO Handbook.
Characters reported as Wantonly Evil must also be reported to the Convention and Organized Play Manager (organizedplay@paizo.com) to advise them of the situation. Be sure to include the player’s name, Organized Play number, and email address.
(See Ethical Infractions and Infamy for more about Wanton Evil.)
Player Options and Tools
My Organized Play
Every registered Organized Play participant has a record on paizo.com. You can access this information by direct link or by visiting paizo.com, hovering/clicking on the My Account at the top right of the screen, then selecting Organized Play. There are several tabs on your account page:
- Summary: A list of your GM rankings, all registered characters, and character Reputation totals. You can create new characters by selecting the desired type at the bottom of the screen.
- Sessions: A chronological list of all your games, which you can sort using the criteria on the left.
- GM/Event Coordinator: A list of points you have earned (such as AcP and GM table credits), a list of events you are coordinating, and a button to create new events.
- Boons: A list of all currently available boons in each program. See the Player Rewards section below for rules on Boons.
If you find an error in your session list, send an email to orgplayreportingerrors@paizo.com with details and any supporting documentation you have for the correct data.
Player Rewards
In addition to adventure rewards, players can also choose to use the optional rewards systems in this section.
Achievement Points
Players earn Achievement Points (AcP) by participating in and reporting Paizo Organized Play games. AcP is an online currency used to purchase character Boons. Each Organized Play program has its own separate pool of AcP. The Boons tab of your My Organized Play page lists AcP Boons available for purchase.
Events are given different multipliers for the base AcP earned based on number of games played, regularity, and so on. Current event classifications are:
Table: Event Type and AcP
| Event type | Examples | AcP multiplier | Player AcP (1 Scenario) |
|---|---|---|---|
| Standard | • home games • one-time events |
1.00 | 4 |
| Standard Plus | • regular local gamedays • conventions with <15 games run |
1.25 | 5 |
| Standard Convention | conventions with 15-74 games | 1.50 | 6 |
| Premier Convention | conventions with 75+ games | 1.75 | 7 |
| Premier Plus Convention | PaizoCon, Origins, GenCon | 2.00 | 8 |
Table: Typical AcP Rewards
| Adventure XP | Player / GM | Standard | Standard+ | Standard Con | Premier Con | Premier+ Con |
|---|---|---|---|---|---|---|
| 1 XP (Series 1 Quests, Bounties) |
Player | 1 | 1.25 | 1.5 | 1.75 | 2 |
| GM | 2 | 2.5 | 3 | 3.5 | 4 | |
| 2 XP (Series 2 Quests) |
Player | 2 | 2.5 | 3 | 3.5 | 4 |
| GM | 4 | 5 | 6 | 7 | 8 | |
| 4 XP (Scenarios) |
Player | 4 | 5 | 6 | 7 | 8 |
| GM | 8 | 10 | 12 | 14 | 16 | |
| 12 XP (Adventures, AP books*) |
Player | 12 | 15 | 18 | 21 | 24 |
| GM | 24 | 30 | 36 | 42 | 48 |
* Not all Adventures and Adventure Path volumes award 12 XP. See individual sanctioning documents for details.
Advancement Speed
Players can choose before each adventure to play the scenario on slow advancement speed. Playing an adventure using slow advancement earns half the rewards (not rounded) of standard speed, including experience points, Reputation, gold, and Downtime days. You can use either the full Downtime rules or the abbreviated Downtime rules.
Boons
Boons are small in-game rewards distributed for a variety of reasons, including playing certain adventures, attending events, and supporting charities. Boons must be stored or recorded alongside your adventure Chronicles and presented to GMs on request.
Achievement Point, Chronicle, and Game Reward Boons can be found on the Boons tab of your My Organized Play page. To purchase a Boon, select a character from the dropdown list, then click the purchase button of the desired Boon. A list of purchased Boons appears at the bottom of the page, including a link to download a PDF copy of the Boon sheet for each Boon.
Boon sheets are part of your records, stored with your Chronicles in either digital or physical form and available for inspection.
Boons have no cash value. You cannot sell a Boon to another player.
You can only apply one copy of any Boon to a character unless the Boon states otherwise.
By contrast, as a player you can earn more than one copy of some Boons. The following rules are the default for how many copies of a Boon a player can earn:
- Chronicle Boons are earned by completing adventures. You can earn up to two copies of each Chronicle Boon, one as a player and one as a GM. You can use Replays to earn additional Chronicle Boons.
- AcP Boons are bought with Achievement Points (AcP). Unless otherwise specified, you can buy as many copies of AcP Boons you qualify for as you can afford.
- All other Boons limit you to one copy each.
As usual, specific rules override general rules, so the text of an individual Boon takes precedence over the default rules above.
The supplemental materials to this Guide include lists of Achievement Point Boons (including Faction Boons) and retired Boons. Unless otherwise stated, Boons that are no longer available for purchase ("retired") can still be used in play.
Types of boons include:
- Achievement Point Boons: Players earn Achievement Points (AcP) by participating in and reporting Pathfinder Society games. AcP can be used online to purchase Boons.
- Advanced Boons: A Boon with the Advanced trait is typically more powerful than other Boons. Characters can only benefit from one Advanced Boon during an adventure.
- Chronicle Boons: Some adventures award an additional Boon. Once the game has been reported on paizo.com, players and GMs can download the Boon from the Boons tab of your My Organized Play page and apply it to the character that received credit for the adventure.
- Fame Boons: Fame was a currency earned during Year 1 which has since been replaced with Achievement Points (AcP). Boons can no longer be purchased with Fame, but boons purchased with Fame before January 1, 2021, remain valid. A small number of Boons were retired instead of being converted to AcP boons; they are reproduced in Retired Rewards for reference.
- Game Reward Boons: Certain in game accomplishments (such as reaching a certain level of Reputation with a Faction) grant a reward. Games must be reported on Paizo’s website to meet these requirements. Once a character has met the requirement, the Boon can be assigned and downloaded from the player’s Boons tab.
Boons That Unlock Over Time
Some Boons allow players to unlock access to character options over time by checking boxes after meeting the criteria. The following additional rules apply to such Boons:
- Adventure Completion Boons: These are Boons that allow you to check one or more boxes after completing any adventure. After completing a given adventure, you can check off the relevant number of boxes on any one of these Boons. Note the Boon affected on the Chronicle for the adventure.
- Downtime-donation Boons: These Boons require the PC to spend Downtime. PCs can check boxes on only one of these Boons per day of Downtime, and cannot use Downtime spent on the Boon for other purposes (such as retraining, Downtime Crafting, or Earn Income).
For the purpose of checking off boxes on the Boons above, treat adventures that grant more than 4 XP as Adventure Path volumes.
Legacy Background Boons
Certain character backgrounds represent unique character hooks for connecting your characters more closely to past (or ongoing) storylines. These backgrounds are unique to the Pathfinder Society campaign.
PFS1 Legacy: For each of the 11 seasons of the Pathfinder Society (first edition) campaign, you can unlock a special legacy character background by completing five or more of that season’s scenarios. Once unlocked, a player can use a PFS1 legacy background for any number of characters.
PFS2 Season 3: There are also 7 character backgrounds tied to one of the Pathfinder Society (second edition) Season 3 plot arcs. Each of these Boons costs 4 AcP and gives a single character Access to a special background.
See PFS Legacy Backgrounds for full text of these Boons.
Factions and Reputation
Factions have existed within the Pathfinder Society since its founding. Each Faction supports its agents working within the Pathfinder Society. Agents’ allegiance is first to the Pathfinder Society, followed by any Faction allegiances. In fact, most Factions within the Pathfinder Society actively cooperate despite their differing goals.
Factions List
Each currently active Faction is listed below. The name of each Faction links to a page with additional details, including current Faction leader and goals.
Envoys' Alliance: “Strength in Community”
The Envoys’ Alliance is dedicated to the membership of the Pathfinder Society, focusing on recruiting new members and supporting existing members.
Grand Archive: “Chronicling the Past”
The Grand Archive is dedicated to scholarship, seeking out, documenting, and sharing the archeological findings and scholarly work of the Pathfinder Society.
Horizon Hunters: “Glory Lies Over the Horizon”
The Horizon Hunters are dedicated to exploration and telling the tales of their exploits.
Radiant Oath: “A Light in the Shadows”
The Radiant Oath is dedicated to altruism, focusing on acts of compassion, the cause of good, and the benevolence of the Pathfinder Society.
Verdant Wheel: “Truth Sprouts from the Ashes”
The Verdant Wheel is dedicated to nature and its preservation, with an expansive and inclusive sense of what forms that preservation can take.
Vigilant Seal: “Protect, Contain, Destroy”
The Vigilant Seal is dedicated to protection, focusing on responsible exploring and ensuring dangerous items and entities are neutralized one way or another.
Faction Reputation
By representing a faction during adventures or participating in adventures vital to a faction’s interests, a character gains Reputation with the represented faction. The greater a character’s Reputation the more respected and influential they are with that faction. Characters can represent more than one Faction in their career, but only one per adventure. Some scenarios grant bonus Reputation with particular factions; this doesn’t prevent characters from choosing to represent a different Faction.
Pathfinder Society uses the Reputation subsystemGMC pg. 200, GMG pg. 164GM Core page 200
Gamemastery Guide page 164
(click to close) with the following modifications:
Table: Reputations
| Reputation | Reputation points |
|---|---|
| Ignored | 0-19 |
| Liked | 20-59 |
| Admired | 60-119 |
| Revered | 120+ |
Reputation in PFS does not use negative values. Major infractions earn Infamy.
Character rewards unlocked by Reputation are found on the Boons tab of your My Organized Play page.
Faction Boons
Factions make certain Boons available to their agents at the appropriate Reputation Level. Agents who qualify can purchase these Boons from the Boons tab of My Organized Play using Achievement Points.
For the full text of all Faction Boons see the Achievement Points Boon List in Supplemental Materials.
Accessory Perks
The version of the Accessory Perks policy posted on paizo.com is the official version and takes precedence in the case of any conflict with the summary below.
Paizo Organized Play offers in-game benefits to players who show their support by bringing and displaying visible accessories. Qualifying accessories must be:
- produced by Paizo and sold on its webstore; or
- produced by a licensed partner of Paizo and visibly promote Paizo, Pathfinder, Starfinder, or associated properties.
Event organizers are permitted and encouraged to expand the definition to include merchandise that directly promotes a particular convention while at that convention. Merchandise that exclusively promotes other companies or intellectual properties does not qualify for these perks except for such convention merchandise.
Qualifying accessories include a wide range of Paizo products (excluding rulebooks and adventures), from t-shirts to dice to board games. See the full policy for details on qualifying accessories and their benefits for each of the Organized Play programs.
Retail Incentive Program
The Retail Incentive Program (RIP) rewards players with benefits for their characters when they patronize retailers who provide space for Organized Play activities. Purchases made at the location within a stated time period are added together by table and unlock benefits at different levels for the next game played, including some that reduce the severity of failures. Implementation methods vary from store to store and are posted for attendees to review. For more information, read the full policy and consult your Event Organizer for details.
Group Purchases
Players are permitted to pool their money to purchase items or spellcasting services for use in the current adventure. If the PCs buy an item using pooled money that they do not use during the adventure, one PC can purchase the item at the end of the adventure by reimbursing the other PCs what they paid into the pool. If no PC wants to purchase the item, the PCs must sell the item back for half value, reimbursing each PC half of what they paid into the pool. The rule against PC-to-PC exchanges does not apply to these group purchase reimbursements.
Additional Downtime Options
For rules on using Downtime to Earn Income, see Adventure Rewards. Other rules for using Downtime are found below.
Slow Advancement and Downtime
Playing an adventure on slow advancement earns half the rewards (not rounded) of standard speed, including Downtime days.
Hirelings and Downtime
Hirelings can complete Downtime tasks for you, but this uses up your Downtime days. Therefore, you cannot aid them, they cannot aid you, and you cannot have your hireling do one thing while you use your Downtime days to do something else.
You can use either the hireling's skills and feats or your skills and feats. You cannot use both, except for a character's feat that modifies a hireling's abilities (Hireling Manager, for example).
Downtime Crafting
You can spend your Downtime to craft following the rules for crafting equipment on pages 236-237 of the Player Core with a few modifications. It is assumed that between adventures, you have access to the tools and workshop necessary to craft equipment. Equipment crafted between sessions is marked on the Chronicle or on a separate record tracker.
Use DCs from the DCs by Level table GMC pg. 53, CRB pg. 504GM Core page 53
Core Rulebook page 504
(click to close) with the following adjustments:
- Common: None
- Uncommon: Apply the hard modifier from the DC Adjustments table GMC pg. 53, CRB pg. 504GM Core page 53
Core Rulebook page 504
(click to close) - Rare: Apply the very hard modifier from the DC Adjustments table GMC pg. 53, CRB pg. 504GM Core page 53
Core Rulebook page 504
(click to close)
A few other limitations on crafting:
- Characters can Craft uncommon or rare items only if they have Access to the applicable formulas.
- Crafting requires that you spend 2 days in preparation before making Crafting checks (or 1 day, if you have the item's formula). Crafting tasks can be continued across as many Downtime days/units as necessary to complete the item.
- Characters can stop crafting and pay the remainder of the cost required to finish the item at any time.
- Only one crafting project can be started during a Downtime unit.
Downtime Retraining
Using Downtime to retrain character options PC pg. 440, CRB pg. 481Player Core page 440
Core Rulebook page 481
(click to close) works as written with a few clarifications:
- Some items are changeable for free, such as name, gender, appearance, or other cosmetic designators.
- Changing a selectable class feature takes 28 days.
If characters earn enough XP to level up while still in the process of retraining, they can choose options legal for their new build, though the ability is not usable until the retraining is complete. An option being retrained is lost at the time the new option becomes usable.
Spellcasting Service Costs
Use the standardized costs of spellcasting services below in place of the more general published table. PC pg. 295, CRB pg. 294Player Core page 295
Core Rulebook page 294
(click to close)
The tables below give the total spellcasting service cost, including materials. Specifically, they incorporate the following rulings for Organized Play:
- Spells and rituals that take longer than 1 minute to cast always cost 25% more for spellcasting service (not "usually" as in the Player Core)
- Each required secondary caster adds an additional 50% of the spellcasting service cost
- Material costs follow the spell description
Condition Removal Spells
These spells require a counteract check as written, but that check automatically succeeds when you purchase a casting. The spells must be cast one spell rank higher than the spell rank of the originating effect. They automatically succeed in removing the condition. Each purchase removes one effect from one source, so it might be necessary to buy multiple castings.
| Spell | Rank 2 | Rank 3 | Rank 4 | Rank 5 | Rank 6 | Rank 7 | Rank 8 | Rank 9 |
|---|---|---|---|---|---|---|---|---|
| dispel magic* | 7 gp | 18 gp | 40 gp | 80 gp | 160 gp | 360 gp | 720 gp | 1,800 gp |
| clear mind, sound body, or sure footing** |
7 gp | 18 gp | 40 gp | 80 gp | 160 gp | 360 gp | 720 gp | 1,800 gp |
| cleanse affliction*** | - | 18 gp | 40 gp | 80 gp | 160 gp | 360 gp | 720 gp | 1,800 gp |
* Each casting of dispel magic removes one spell effect.
** Each casting of clear mind, sound body, or sure footing removes one effect causing one of the following conditions: blinded, clumsy, dazzled, deafened, enfeebled, fleeing, frightened, grabbed, paralyzed, sickened, or stupefied.
Heightened (4th) Add confused, controlled, drained, immobilized, or restrained
Heightened (6th) Add doomed or petrified
Heightened (8th) Add stunned
*** The Pathfinder Society provides castings of cleanse affliction to clear poison and disease from PCs at no cost at the end of every mission. This free service does not include removing curses. When you purchase a casting of cleanse affliction, you can use it to remove one curse on a creature or allow a creature to rid itself of one cursed item. Removing a curse requires a casting at spell rank 4 or higher.
PC Level Dependent Spells and Rituals
The cost of these services depend on the level of the target:
| Level | Atone* | Resurrect** (intact body) |
Resurrect** (part of body) |
Resurrect** (no body) |
Raise Dead*** |
|---|---|---|---|---|---|
| < 1st | 50 gp | 200 gp | 1,350 gp | 11,250 gp | 400 gp |
| 1st | 70 gp | 275 gp | 1,550 gp | 11,850 gp | 400 gp |
| 2nd | 90 gp | 350 gp | 1,750 gp | 12,450 gp | 600 gp |
| 3rd | 110 gp | 425 gp | 1,950 gp | 13,050 gp | 800 gp |
| 4th | 130 gp | 500 gp | 2,150 gp | 13,650 gp | 1,000 gp |
| Level | Atone* | Resurrect** (intact body) |
Resurrect** (part of body) |
Resurrect** (no body) |
Raise Dead*** |
|---|---|---|---|---|---|
| 5th | 150 gp | 575 gp | 2,350 gp | 14,250 gp | 1,200 gp |
| 6th | 170 gp | 650 gp | 2,550 gp | 14,850 gp | 1,400 gp |
| 7th | 190 gp | 725 gp | 2,750 gp | 15,450 gp | 1,600 gp |
| 8th | 210 gp | 800 gp | 2,950 gp | 16,050 gp | 1,800 gp |
| Level | Atone* | Resurrect** (intact body) |
Resurrect** (part of body) |
Resurrect** (no body) |
Raise Dead*** |
|---|---|---|---|---|---|
| 9th | 460 gp | 875 gp | 3150 gp | 16650 gp | 2000 gp |
| 10th | 500 gp | 950 gp | 3350 gp | 17250 gp | 2200 gp |
| 11th | 860 gp | 1775 gp | 3550 gp | 17850 gp | 2400 gp |
| 12th | 920 gp | 1900 gp | 3750 gp | 18450 gp | 2600 gp |
| Level | Atone* | Resurrect** (intact body or part of body) |
Resurrect** (no body) |
Raise Dead*** |
|---|---|---|---|---|
| 13th | 1490 gp | 3950 gp | 19050 gp | 2800 gp |
| 14th | 1570 gp | 4150 gp | 19650 gp | 6050 gp |
| 15th | 2400 gp | 7200 gp | 20250 gp | 6450 gp |
| 16th | 2500 gp | 7500 gp | 20850 gp | 13700 gp |
| Level | Atone* | Resurrect** (no body needed) |
Raise Dead*** |
|---|---|---|---|
| 17th | 4290 gp | 21450 gp | 14500 gp |
| 18th | 4410 gp | 22050 gp | 31050 gp |
| 19th | Characters at this level require rank 10 spell casting to restore | ||
| 20th | Characters at this level require rank 10 spell casting to restore | ||
* When purchasing atone spellcasting service from the Pathfinder Society, there is no additional cost due to rarity. The atone ritual has an additional cost of 30 days of Downtime spent engaged in a task chosen by your deity. For the purpose of PFS play, the atonement is considered to be complete when the ritual is cast, but the character must still spend its subsequent 30 days of Downtime atoning and cannot use that Downtime for any other purpose.
** When purchasing resurrect spellcasting service from the Pathfinder Society, there is no additional cost due to rarity. The resurrect ritual has 3 different prices depending on the amount of the body present:
- Body present and relatively intact:
- Does not remove negative conditions present at time of death
- Target returns clumsy 1, drained 1, and enfeebled 1 for 1 week; these conditions can't be removed or reduced by any means until the week has passed.
- Only a small portion of the body present:
- Does not remove negative conditions present at time of death.
- Target returns clumsy 1, drained 1, and enfeebled 1 for 1 week; these conditions can't be removed or reduced by any means until the week has passed.
- No body part present:
- Does not remove negative conditions present at time of death.
*** The raise dead spell does not remove negative conditions present at time of death. Its target returns clumsy 2, drained 2, and enfeebled 2 for 1 week; these conditions cannot be removed or reduced by any means until the week has passed.
Characters With Disabilities
All characters have access to the following assistive items regardless of sourcebook ownership:
- cane PC pg. 293, LOGB pg. 67Player Core page 293
Lost Omens: Grand Bazaar page 67
(click to close) - crutch PC pg. 293, LOGB pg. 67Player Core page 293
Lost Omens: Grand Bazaar page 67
(click to close) - probing cane LOGB pg. 67Lost Omens: Grand Bazaar page 67
(click to close) - splint LOGB pg. 69Lost Omens: Grand Bazaar page 69
(click to close) - support LOGB pg. 69Lost Omens: Grand Bazaar page 69
(click to close)
- traveler’s chair PC pg. 293, LOGB pg. 70Player Core page 293
Lost Omens: Grand Bazaar page 70
(click to close) - wheelchair PC pg. 293, LOGB pg. 70Player Core page 293
Lost Omens: Grand Bazaar page 70
(click to close) - impulse control module LOGB pg. 71Lost Omens: Grand Bazaar page 71
(click to close)
- corrective lenses PC pg. 293, LOGB pg. 70Player Core page 293
Lost Omens: Grand Bazaar page 70
(click to close) - hearing aid PC pg. 293, LOGB pg. 67Player Core page 293
Lost Omens: Grand Bazaar page 67
(click to close) - prosthesis PC pg. 293, LOGB pg. 69Player Core page 293
Lost Omens: Grand Bazaar page 69
(click to close)
Note: items are listed above by their names in the Player Core sourcebook. Player Core drops the word "basic" at the beginning of item names that included "basic" in Lost Omens: Grand Bazaar.
The Society provides these items to PCs who need them for free and replaces them at no cost if they are lost or destroyed. The items are provided at character creation or at whatever point in the character’s adventuring career they become necessary. These assistive items have an effective price of 0 gp for the purposes of resale.
Blind Characters
Characters that are blind from birth or are otherwise permanently sightless cannot detect anything using vision. They automatically critically fail any Perception checks based on vision, are immune to visual effects, and can’t be blinded or dazzled. However, such characters do not have the blinded condition.
Blind characters who either cannot or choose not to remove their blindness hone their other senses. They are not off-guard to creatures that are hidden from them (unless they’re off-guard to them for reasons other than the hidden condition), and they need only a successful DC 5 flat check to target a hidden creature. Normally, such characters cannot remove their blindness later; if they somehow do, they lose these benefits.
Visually Impaired Characters
A permanently visually impaired (but not blind) character takes a -2 or -4 penalty to Perception checks that rely on vision (player’s choice). Wearing corrective lenses negates the -2 penalty or reduces the -4 penalty to a -1 penalty.
Deaf Characters
Characters that are deaf from birth or are otherwise permanently without hearing cannot detect anything using hearing. They automatically critically fail any Perception checks that require hearing and are immune to auditory effects. However, such characters do not have the deafened condition.
Deaf characters who either cannot or choose not to remove their deafness gain additional benefits. They have enough practice to cast spells and activate magic items without issue, but if they perform an action they are not accustomed to that involves auditory elements, they must succeed at a DC 5 flat check or the action is lost. They gain the Sign Language feat PC pg. 262, CRB pg. 266Player Core page 262
Core Rulebook page 266
(click to close) for free at character creation, and they can take the Read Lips feat PC pg. 261, CRB pg. 265Player Core page 261
Core Rulebook page 265
(click to close) even if they do not meet the prerequisites. Normally, such characters cannot remove their deafness later; if they somehow do, they lose these benefits.
Hearing Impaired Characters
A permanently hearing impaired (but not deaf) character takes a -2 or -4 penalty to Perception checks that rely on hearing (player’s choice). Wearing hearing aids negates the -2 penalty or reduces the -4 penalty to a -1 penalty.
Characters with permanent hearing impairment gain the Sign Language feat PC pg. 262, CRB pg. 266Player Core page 262
Core Rulebook page 266
(click to close) for free at character creation, and they can take the Read Lips feat PC pg. 261, CRB pg. 265Player Core page 261
Core Rulebook page 265
(click to close) even if they do not meet the prerequisites. Normally, such characters cannot remove their hearing impairment later; if they somehow do, they lose these benefits.
Non-Speaking Characters
Non-speaking characters have enough practice to cast spells and activate magic items without issue. They gain the Sign Language feat PC pg. 262, CRB pg. 266Player Core page 262
Core Rulebook page 266
(click to close) for free at character creation, and they can take the Read Lips feat PC pg. 261, CRB pg. 265Player Core page 261
Core Rulebook page 265
(click to close) even if they do not meet the prerequisites. Normally, such characters cannot gain the ability to speak later; if they somehow do, they lose these benefits.
Characters With Missing Limbs
A character missing an arm and who is not wearing a prosthetic cannot use two-handed weapons and items, and must use two actions if an Interact action would require two hands, at the GM’s discretion. If a character missing a leg or foot is not wearing a prosthetic or using a crutch, their speed has a 10-foot penalty.
Characters With Other Mobility Restrictions
A character who is unable or finds it difficult to walk on their own can obtain a wheelchair or traveler’s chair for free at character creation or at whatever point in the character’s adventuring career they become necessary. An impulse control module can also be added to the chair for no cost if required.
Playtest Rules
These are the general rules for Pathfinder Society Playtests. See each playtest announcement for any rules specific to that playtest.
Playtest Characters
Players can create characters using options from any published playtest material. These characters are treated as a normal Pathfinder Society character and must otherwise follow all Character Creation rules.
Characters can continue using playtest rules even after the conclusion of the playtest period. Once the final version of a previously-playtested class is published, any characters using the playtest version must rebuild to use the published version of the class before their next game.
GM Opt In
Because playtests use additional rules that some GMs might not be comfortable with, each GM must opt-in for playtest characters to be used at their tables. Please consult your GM prior to the game!
Current and Past Playtests
This list contains all current and past playtests.
Risks and Rewards Playtest
17 February 2026 to 10 April 2026
This playtest included the Daredevil and Slayer classes.
Impossible Playtest
9 December 2024 to 31 January 2025
This playtest included the Necromancer and Runesmith classes, later published in Impossible Magic.
Battlecry! Playtest
29 April to 21 June 2024
This playtest included the commander and guardian classes, later published in Battlecry!.
War of Immortals Playtest
1 September to 2 October 2023
This playtest included the animist and exemplar classes, later published in War of Immortals.
Kineticist Class Playtest
8 August to 5 September 2022
This playtest included the kineticst class, later published in Rage of Elements.
Dark Archive Playtest
20 September to 29 October 2021
This playtest included the psychic and thaumaturge classes, later published in Dark Archive.
Guns & Gears Playtest
5 January to 5 February 2021
This playtest included the gunslinger and inventor classes, later published in Guns & Gears.
GM Options and Tools
GM Additional Guidance
Certain circumstances you might encounter as a GM benefit from extended discussion.
Running Secret Checks
In Pathfinder Second Edition, some checks, such as checks to Recall Knowledge,PC pg. 231Player Core page 231
(click to close) have the secret trait. Secret checks fall into two broad categories. The first category includes checks that characters do not know exist, such as a check against a hidden threat that the PCs did not notice. The second category includes checks for which players would gain significant extra information that their characters would not have if they knew how well they rolled. Recall Knowledge checks are the broadest type of checks that fall into this category. Characters that critically fail a Recall Knowledge check gain false information, so if players know that they rolled very low, they might have trouble avoiding metagaming. Similarly, if the players all rolled low on a check to Seek, they might find themselves tempted to metagame and have everyone roll again because they know that there is likely something that they didn’t find.
The secret trait is a tool to help separate character knowledge and player knowledge, but, as listed in the secret check rules,PC pg. 405, CRB pg. 450Player Core page 405
Core Rulebook page 450
(click to close) GMs can at any time allow their players to roll their own results on secret checks. Some Scenarios will make recommendations, such as directing GMs to keep a particularly pivotal check’s results hidden or to let players roll a string of checks in the open to keep gameplay moving. Unless a Scenario says otherwise, GMs are free to choose how to handle secret checks on a check-by-check basis. GMs can keep all secret checks secret, have players roll all secret checks, or adapt on the fly based on the mood and pacing of the table. If players rolling their own secret checks do metagame—that is, use information that their characters would not have to determine their actions—then remind them that their characters would not have that information and try to steer them away from using it. In general, it can be useful to have players roll their own checks if there are many secret rolls in one section, and useful to roll for the players if you suspect that there will be a strong temptation to metagame or that the extra information of the result could negatively impact the experience for players at the table.
Reviewing Chronicles
If time permits, GMs and Event Organizers can spend a few minutes reviewing players’ Organized Play records at the start of an event slot. These reviews can happen for a variety of reasons. For example, you might need to learn what a character did in previous adventures, or you might want to verify the records' accuracy.
When you are looking over the players' records, if you notice anything that seems amiss, you can ask the player to explain any potential errors. Remember that errors are far more likely to be honest mistakes than intentional cheating—and that it is possible that they are not errors at all. When you ask the player about a potential error, speak with the player calmly, nicely, and with an open mind. The player might have simply made a mistake—or you might have made a mistake in your understanding of their records.
Remember that the game is supposed to be fun, so waste as little time as possible on drama and spend as much time as possible providing an exciting, action-packed adventure for your players.
Resolve any issues as fairly as possible. For example, if the character selected an option that they did not have Access to, let them pick another option to replace it; if they paid a discounted price for an item in error, let them pay the additional costs to meet the full purchase price; and so on. If you believe a player is cheating, ask your Event Organizer for assistance. If you are both the Event Organizer and the GM, use your discretion on how to proceed.
GM Rewards
Paizo Organized Play rewards GMs for volunteering their time to run events. See the GM Chronicles section for additional rules and benefits of GM Chronicles. GMs also receive rewards based on the number of adventures they have run and reported.
GM Achievement Points
GMs receive Achievement Points (AcP) every time they run an adventure, whether it is repeatable or not. In addition, they receive double the AcP they would have received for playing that adventure.
GM Table Credits
GMs receive “table credits” for every table they run and report. These credits determine how many Glyphs a GM has. Each Scenario earns 1 table credit. Each Adventure Path volume earns 3 table credits. Other products grant varying amounts of table credits.
GM Glyphs
The Pathfinder Society offers a GM rank system that uses Glyphs to represent the activity and experience of a given GM. A GM can earn up to five Glyphs. Earning Glyphs 1-4 requires a certain number of table credits; earning a 5th Glyph has additional requirements. The total number of table credits for each Glyph is as follows:
Table: GM Glyph Ranks
| Table Credits | Glyphs earned |
|---|---|
| 10 Table Credits | 1 Glyph |
| 30 Table Credits | 2 Glyphs |
| 60 Table Credits | 3 Glyphs |
| 100 Table Credits | 4 Glyphs |
| 150 Table Credits | 5 Glyphs with additional requirements met |
GMs receive the following rewards based on the number of GM Glyphs they have earned:
- For each Glyph earned, players playing a PC who have GM Glyphs receive an additional initial Hero Point to distribute to the table. A player cannot gain more than one additional Hero Point from Glyphs. The GM does not distribute extra Hero Points to the table as the GM, only when playing a PC.
- For each Glyph earned, GMs receive one additional Granted Replay each January 1.
(Note: this benefit is not yet active due to pending technical implementation. Replays can still be purchased with AcP as usual.) - GMs with 4 or 5 Glyphs might be able to run exclusive or limited release content.
Fifth Glyph Additional Requirements
A GM must accomplish the following to qualify for their fifth Glyph:
- Earn 150 GM table credits.
- Run 50 different adventures.
- Run 10 or more adventures that have the Exclusive or Glyph tag or are a multi-table interactive special scenario. Except for multi-table interactive specials, a particular adventure can earn credit for a maximum of 3 of those 10.
- Complete 3 evaluation games, each in the presence of a different Qualified Evaluator (a Venture-Captain, Regional Venture-Coordinator, or Paizo Organized Play staffer) using the Organized Play rubric.
If no Qualified Evaluator is willing or able to evaluate a GM due to unreasonable travel requirements or similar reasons, the GM can contact their Regional Venture-Coordinator. In such cases, their RVC can designate a 5-Glyph GM, a Venture-Lieutenant, or other trusted community member as a Qualified Evaluator for that GM.
Organized Play Rubric
To fully experience the benefits of peer review and feedback, we recommend the following observation schedule:
- 0–10 GM table credits: You are starting your GM adventure. Thank you for GMing!
- 11–49 GM table credits: Use the rubric to get a feel for Organized Play best practices. Consider having a fellow GM sit at your table and give feedback.
- 50–99 GM table credits: Ask any Venture-Officers at your tables to do a rubric evaluation to give feedback as if it were an evaluation game.
- 100+ GM table credits: Receive 3 formal evaluations from 3 different Qualified Evaluators.
GMs need a better than average score to pass an evaluation. For example, they could have one criterion rated "exceeds expectations" and the rest "meets expectations" and qualify. They could also have one rated "does not meet expectations," two "meets expectations," and two "exceeds expectations" and qualify.
A GM cannot complete more than three evaluations in a weekend. A GM that fails to meet the criteria can wait three months and try again.
| Aspect | Does Not Meet Expectations | Meets Expectations | Exceeds Expectations |
|---|---|---|---|
| The GM’s preparation allowed for smooth game flow. | The GM had to check on information repeatedly throughout the session, and/or took long pauses to figure out what happens next. | The GM had to check on things throughout, but the game did not experience extensive delays. | The GM was able to keep the flow of the game consistent and dealt with unforeseen challenges by exercising skilled time management. |
| The GM had a solid understanding of the rules of the game. | The GM has basic rules knowledge, but frequent breaks or questions impacted the flow of the game. GM did not know the majority of the rules. GM defaulted to arbitrary ad hoc rulings. GM confused rules between game systems consistently. GM did not allow players to question GM rulings made at the table. | The GM had average rules knowledge, and questions did not impact the flow of the game. GM knew the most common rules of the game well and GM did not have confusion between game systems. GM allowed players to question GM rulings and resolved questions in a professional manner. | The GM had solid rules knowledge and kept the game flowing while handling questions. GM acknowledged when a rule is unclear or when the GM made a mistake. GM did not have confusion between game systems. If a rules challenge arose, the GM handled it fairly and consistently. |
| The GM made efforts to make the game distinct and interesting. | The GM made little attempt at tying in setting, NPCs, or imagery to convey an imaginative setting. GM did not provide opportunities for players to engage with the storyline. | The GM made a reasonable effort to make the game distinct in at least one meaningful way, such as deeply roleplaying the NPCs, using setting specific terms and lore to increase immersion, or using words with imagery to describe the environment, situations, etc. | The GM put in an excellent effort to make the game distinct, using multiple techniques off the “meets expectations” list. |
| The GM presented the scenario as written. | The GM followed the gist of the storyline but adjusted content. GM did not run encounters as written. GM ran the wrong sub-tier encounters. | The GM ran the adventure as written. GM did not allow for creative solutions by the PC to resolve situations. | The GM stayed true to the storyline while allowing for creative solutions and player interest. |
| The GM understood and applied the rules of the Organized Play Program. | The GM was not familiar with core Organized Play concepts. GM was unfamiliar with the contents of the Guide. | The GM was familiar with the majority of Organized Play concepts and applied the rules of Organized Play consistently. GM knew where to look up general guidelines in the Guide. | The GM was markedly familiar with the majority of Organized Play concepts and applied the rules of Organized Play consistently. GM knew where to find obscure corner case answers in the Guide. |
Additional Adventures
In addition to the adventures written for Pathfinder Society, some other Paizo adventures have been sanctioned (approved) for Organized Play credit. Since these adventures are published for a wider audience than the Pathfinder Society campaign, there is typically a downloadable sanctioning document with Chronicles and any special considerations for Organized Play.
Sanctioned Adventures
- Pathfinder Adventure Paths : Multi-volume campaigns that take dozens of game sessions to complete. Many Adventure Paths are sanctioned for use in the Pathfinder Society campaign.
- Pathfinder Adventures : Stand-alone adventure books that take one or more sessions to complete. Many Adventures are sanctioned for use in the Pathfinder Society campaign.
- Pathfinder Bounties : Short one-hour adventures aimed at introducing new players to the game or representing what characters do between Pathfinder missions. All Bounties are sanctioned for use in the Pathfinder Society campaign.
- All Pathfinder Bounties are repeatable.
- Bounties do not grant Downtime.
Modes of Play
The Pathfinder Society rules of play are customized to work with Pathfinder Scenarios and Bounties and are not necessarily applicable to other sanctioned adventures. Adventures run using these customized rules are referred to as "Society Mode" in the rest of this document.
"Adventure Mode" is used for adventures not specifically designed for Organized Play. This mode allows the GM more freedom to adapt those adventures, including running the adventure in Pathfinder using GM house rules and the ability to alter encounters and statistics found in the adventure.
If Paizo has released an official conversion of a sanctioned adventure to another game system (such as the Pathfinder Kingmaker Bestiary (5e) or Pathfinder Adventure Path: Abomination Vaults (5e)), GMs and players can play these adventures using those rules and earn credit as if they had played it using Pathfinder rules. Adventures that have not been converted by Paizo in this way must be played using standard Adventure Mode rules.
Character Types
Most Adventure Mode sanctioned products can be played with any character; some products include pregens, and players are encouraged to play those characters for an optimal experience.
Any adventure that can be played with a PFS character can also be played with an Iconic Pregen. When playing an adventure using a PFS character, the Chronicle must be assigned to that character.
Story Pregens are characters released with an adventure. They often contain ties to the adventure's backstory. Campaign Characters are characters that are designed according to the GM's house rules.
Table: Mode of Play by Adventure Type
| Ruleset | PFS Characters Only | Story Pregens Required | Story Pregens Recommended* | Campaign Characters |
|---|---|---|---|---|
| Society Mode | Scenario, Quest | - | - | - |
| Adventure Mode | Bounty | Free RPG Day | Beginner Box, One Shot | Adventure, Adventure Path |
* To provide the same level of experience, we strongly recommend that GMs who chose to use Campaign Characters work with their players to tie those characters into the adventure backstory.
Sanctioning Documents
Each sanctioned adventure comes with a freely downloadable sanctioning document located on the product’s description page on paizo.com. This document contains the rules for running that adventure, as well as Chronicles awarded for completion.
Read the sanctioning document carefully, as it might modify the adventure's rewards. Specific information in a particular sanctioning document always takes precedence over the general information presented in this Guide.
Unlike Scenarios and Quests, Chronicles for other sanctioned adventures are assigned at the completion of the adventure. A player can assign a Chronicle for a sanctioned adventure (other than a Bounty) to a character that is "busy" taking part in a Scenario or Quest. This can happen with play-by-post or with multiple live sessions, for example. In this case, Chronicles are applied in order of start date; apply the Chronicle from the adventure they are "busy" with first, followed by the Chronicle from the other sanctioned adventure.
A group can complete an adventure when it is not sanctioned. If it later becomes sanctioned, the GM is allowed and encouraged to issue Chronicles to all interested players. These Chronicles are applied as if the group had completed the adventure on the date the Chronicle is issued. Such Chronicles must have an accurate issue date (that is, they cannot be backdated) and cannot be applied such that they retroactively affect other Chronicles.
Current Version: 8.00
30 July 2026
Below are all the supplemental materials to the Guide to Organized Play: Pathfinder Society (Second Edition) collected into a single document for printing etc. These materials are linked to by the Guide; many were previously included in the main body of the Guide. These documents are official campaign rules, but as reference materials, alternate layouts, and so on, they are more appropriate for appendices than the main body of the Guide.
Achievement Points Boon List
The version of each Boon's text posted on paizo.com is the official version and takes precedence in the case of any conflict with the version below, reproduced here for convenience.
Boons With No Reputation Requirement
Pathfinder Society agents can purchase some Boons which do not require them to have a certain amount of Reputation, listed in the table below:
Table: Boons With No Reputation Requirement
| Character Options (all PCs) |
Character Revisions (all PCs) |
Lodge-Specific Gear (PCs with credit for certain adventures) |
|---|---|---|
| Hireling | Career Change | Iceferry Lodge Gear |
| Hirling Translator | Evolving Destiny | Lantern Lodge Gear |
| Inherited Wayfinder | Pathfinder Condition Removal | Nexus House Gear |
| Pathfinder Society Replay | Penitent Pathfinder | Open Road Lodge Gear |
| Secondary Initiation | Second Chance | Woodsedge Lodge Gear |
| Wayfinder* | ||
| World Traveler |
* Character must have played 2 sessions to obtain.
Boons With a Reputation Requirement
Other Boons do require a certain amount of Reputation to purchase, as listed in the table below:
Table: Faction Boons
| Faction | Liked | Admired | Revered |
|---|---|---|---|
| Pathfinder Society (All Factions) |
Bequeathal (uncommon) Bequeathal (rare) Bequeathal (unique) |
||
| Any Faction | Expert Hireling | Professional Hireling Treasure Bundle Insurance Untarnished Reputation |
Master Hireling |
| Envoy’s Alliance | Crafter’s Workshop Envoy's Alliance Gear Harmonic Wayfinder Skillful Mentor |
Bring Them Back Alive Heroic Inspiration |
|
| Grand Archive | Esoteric Wayfinder Grand Archive Gear Magical Mentor Off-Hours Study |
Heroic Recall Steady Hand |
|
| Horizon Hunters | Horizon Hunters Gear Rugged Mentor Rugged Wayfinder Storied Talent |
Exotic Edge Heroic Hustle |
|
| Radiant Oath | Practiced Medic Protective Mentor Radiant Wayfinder |
Heroic Intervention Ward Against Fiends |
|
| Verdant Wheel | Leshy Companion Naturalist Worldly Mentor |
Heroic Aegis Natural Skill |
|
| Vigilant Seal | Adamant Wayfinder Adversary Lore Combat Mentor Vigilant Seal Gear |
Curse Breaker Heroic Defiance |
Note: Qualifying for "Pathfinder Society (All Factions)" boons is based on a character's total Reputation from all Factions. Qualifying for "Any Faction" boons is based on a character's Reputation with a single Faction of your choice.
As a reminder, Reputation levels for Pathfinder Society play are:
Table: Reputation with a Faction
| Reputation | Reputation points |
|---|---|
| Ignored | 0-19 |
| Liked | 20-59 |
| Admired | 60-119 |
| Revered | 120+ |
Reputation in PFS does not use negative values. Major infractions earn Infamy.
Grouped Boons
On the list below, some Boons have been placed into groups based on related source or function. The list sorts each group by its group name, so individual boons within the group might appear in an unexpected position on the list. To help navigate the list below, the boon groups are:
- Faction-specific Boons: Envoy's Alliance Gear, Exotic Edge, Grand Archive Gear, Horizon Hunters Gear, Vigilant Seal Gear
- Hero Point Boons: Heroic Aegis, Heroic Defiance, Heroic Hustle, Heroic Inspiration, Heroic Intervention, Heroic Recall
- Hireling Boons: Hireling, Hireling Translator, Expert Hireling, Professional Hireling, Master Hireling
- Lodge-specific Boons: Iceferry Lodge Gear, Lantern Lodge Gear, Nexus House Gear, Open Road Lodge Gear, Woodsedge Lodge Gear
- Mentor Boons: Combat Mentor, Magical Mentor, Protective Mentor, Rugged Mentor, Skillful Mentor, Worldly Mentor
- Wayfinder Boons: Wayfinder, Inherited Wayfinder, Adamant Wayfinder, Esoteric Wayfinder, Harmonic Wayfinder, Radiant Wayfinder, Rugged Wayfinder
AcP Boon List
A-I
Adversary Lore (Vigilant Seal)
Prerequisites: Liked by Vigilant Seal
Cost: 4 AcP
It doesn’t matter how powerful your weapons are if you don’t know where to strike. You have taken the time to study a certain category of creatures, making it easier to recall their capabilities later. When you purchase this boon, either select one creature type from List 1 below, or choose two creature types from List 2. You gain a +1 circumstance bonus to Recall Knowledge about creatures of the selected type(s). If your Reputation tier with the Vigilant Seal is Revered, this bonus increases to +2.
- List 1: aberration, animal, beast, construct, dragon, elemental, fiend, undead.
- List 2: astral, celestial, ethereal, fey, fungus, giant, monitor, ooze, plant.
Special: You can apply this boon multiple times to the same character. However, the character must focus their training on one set of creatures before each adventure, and cannot benefit from multiple copies of the Boon at the same time.
Bequeathal (Uncommon)
Prerequisites: Liked by Pathfinder Society
Cost: 4 AcP
Pathfinders often find strange treasures for which they might not have any use. In keeping with the Society's ethos of cooperation, generous Pathfinders spend some of their own time and resources tracking down other agents who could benefit more from these rewards. When you acquire this boon, select one Uncommon character option to which you’ve gained access through an adventure’s Chronicle Sheet or via a no-cost boon from the online boon store (e.g., a listed magic item or a boon that allows you to acquire a special animal companion).
Choose another of your characters. That character gains access to that special option instead, though they may only use the option once their level equals or exceeds the lowest level able to play the Chronicle Sheet’s adventure (e.g., 5th level for Levels 5–8). The receiving PC must also meet any prerequisites for the boon (e.g., they must be Liked by a particular faction to access that faction’s unique gear from Lost Omens Pathfinder Society Guide). On the Chronicle Sheet or Boon, write "Bequeathed" and the recipient character’s number next to the option. You no longer have access to that option (and must retrain the character option or sell an item back for full cost if you acquired the option and would no longer qualify for it).
Bequeathal (Rare)
Prerequisites: Liked by Pathfinder Society
Cost: 8 AcP
Pathfinders often find strange treasures for which they might not have any use. In keeping with the Society's ethos of cooperation, generous Pathfinders spend some of their own time and resources tracking down other agents who could benefit more from these rewards. When you acquire this boon, select one Rare character option to which you’ve gained access through an adventure’s Chronicle Sheet or via a no-cost boon from the online boon store (e.g., a listed magic item or a boon that allows you to acquire a special animal companion).
Choose another of your characters. That character gains access to that special option instead, though they may only use the option once their level equals or exceeds the lowest level able to play the Chronicle Sheet’s adventure (e.g., 5th level for Levels 5–8). The receiving PC must also meet any prerequisites for the boon (e.g., they must be Liked by a particular faction to access that faction’s unique gear from Lost Omens Pathfinder Society Guide). On the Chronicle Sheet or Boon, write "Bequeathed" and the recipient character’s number next to the option. You no longer have access to that option (and must retrain the character option or sell an item back for full cost if you acquired the option and would no longer qualify for it).
Bequeathal (Unique)
Prerequisites: Liked by Pathfinder Society
Cost: 12 AcP
Pathfinders often find strange treasures for which they might not have any use. In keeping with the Society's ethos of cooperation, generous Pathfinders spend some of their own time and resources tracking down other agents who could benefit more from these rewards. When you acquire this boon, select one Unique character option to which you’ve gained access through an adventure’s Chronicle Sheet or via a no-cost boon from the online boon store (e.g., a listed magic item or a boon that allows you to acquire a special animal companion).
Choose another of your characters. That character gains access to that special option instead, though they may only use the option once their level equals or exceeds the lowest level able to play the Chronicle Sheet’s adventure (e.g., 5th level for Levels 5–8). The receiving PC must also meet any prerequisites for the boon (e.g., they must be Liked by a particular faction to access that faction’s unique gear from Lost Omens Pathfinder Society Guide). On the Chronicle Sheet or Boon, write "Bequeathed" and the recipient character’s number next to the option. You no longer have access to that option (and must retrain the character option or sell an item back for full cost if you acquired the option and would no longer qualify for it).
Bring Them Back Alive (Envoy's Alliance)
Prerequisites: Admired by Envoy's Alliance
Cost: 4 AcP
You are able to leverage your connections within the Society to raise funds for your allies’ resurrection, ensuring that everyone lives to see another adventure. You and your allies treat your effective character levels as 1 lower for the purpose of the raise dead spell and the resurrection ritual. This applies to both the level of the spell or ritual required, as well as to calculating the cost of the diamonds necessary to cast the spell or perform the ritual.
Career Change
Prerequisites: None
Cost: 50 AcP (+15 every time)
Between adventures, you can check the box that precedes this boon to completely rebuild your character. Remove everything your character has purchased with gp, as well as their class, feats, skill proficiencies, and related features. You may not alter the character's ancestry, heritage or background, but you may change the ability score boosts you selected at character creation. Your character’s wealth is set to 85% of the total gold you’ve earned—this reduction represents a small amount lost from consumable use as well as items sold back for a particularly favorable rate.
This rebuilding process does not change the amount of Fame, Reputation, or gp the character has earned, nor does it change the resources your character has expended on services such as spellcasting. You can also refund any Faction Boons for the Fame price at which you purchased them, though you cannot sell back Limited-Use boons that you have expended or Faction Champion boons that you have used to earn Reputation for a Faction.
All changes to the character must be applied by the time the character next plays an adventure; once the adventure begins, no further changes can be made with this boon.
Crafter's Workshop (Envoy's Alliance)
Prerequisites: Liked by Envoy's Alliance
Cost: 4 AcP
Your friends in the Envoy’s Alliance share crafting materials and collaborate to create new items more efficiently. You only need to spend 1 day of downtime before attempting your skill check and subsequently beginning to reduce the item’s effective cost.
Curse Breaker (Vigilant Seal)
Prerequisites: Admired by Vigilant Seal
Cost: 4 AcP
You have been entrusted with an accursed item from the Society’s vaults, and you can spend your time in the Grand Lodge patiently unraveling its malign influence. When you acquire this boon, choose a permanent magic item of your level or lower to which you have access. You can spend Downtime erasing the item’s stubborn curse. This uses the same rules as you would to Craft the item, with the following exceptions. First, you must use Arcana, Nature, Occultism, or Religion in place of Crafting for all purposes. Second, you only need to spend 2 days of Downtime before attempting your first skill check and subsequently beginning to reduce the item’s effective cost.
You can uncurse more than one magic item with this boon, but you must finish uncursing one item before beginning the next.
Evolving Destiny
Prerequisites: None
Cost: 20 AcP
Evolving Destiny (Limited-Use, Service): Your early adventures have exposed you to difficult realities, forcing you to re-examine your skillset. Fortunately, your career is young, and course-correction is fairly straightforward. Between adventures, you can check the box that precedes this boon to completely rebuild your character so long as they have 48 or fewer XP (the Career Change boon allows you to rebuild a character of any level). Remove everything your character has purchased with gp, as well as their class, feats, skill proficiencies, and related features (but not their ancestry or background). Your character’s wealth is set to 85% of the total gold you’ve earned—this reduction represents a small amount lost from consumable use as well as items sold back for a particularly favorable rate. This rebuilding process does not change the amount of Fame, Reputation, or gp the character has earned, nor does it change the resources your character has expended on services such as spellcasting.
You can also refund any faction boons for the Fame price at which you purchased them, though you cannot sell back Limited-Use boons that you have expended or Faction Champion boons that you have used to earn Reputation for a faction.
All changes to the character must be applied by the time the character next plays an adventure; once the adventure begins, no further changes can be made with this boon.
Faction-Specific Boons
Envoy's Alliance Gear
Prerequisites: Liked by Envoy's Alliance
Cost: 0 AcP
By building relationships and trust with the Envoy’s Alliance, you’ve gained access to special items favored by this faction. You gain access to the Envoy’s Alliance faction-specific gear (Lost Omens Pathfinder Society Guide 26).
Exotic Edge (Horizon Hunters)
Prerequisites: Admired by Horizon Hunters
Cost: 4 AcP
By traveling so widely, you have developed an intuitive talent for using esoteric techniques. Once per adventure, you can activate this boon as a free action to apply these techniques, gaining a +1 circumstance bonus to either all of your attack rolls or all of your skill checks for 1 round.
Grand Archive Gear
Prerequisites: Liked by Grand Archive
Cost: 0 AcP
By building relationships and trust with the Grand Archive, you’ve gained access to special items favored by this faction. You gain access to the Grand Archive faction-specific gear (Lost Omens Pathfinder Society Guide 29-30).
Horizon Hunters Gear
Prerequisites: Liked by Horizon Hunters
Cost: 0 AcP
By building relationships and trust with the Horizon Hunters, you’ve gained access to special items favored by this faction. You gain access to the Horizon Hunters faction-specific gear (Lost Omens Pathfinder Society Guide 34).
Vigilant Seal Gear
Prerequisites: Liked by Vigilant Seal
Cost: 0 AcP
By building relationships and trust with the Vigilant Seal, you’ve gained access to special items favored by this faction. You gain access to the Vigilant Seal faction-specific gear (Lost Omens Pathfinder Society Guide 37-38).
Hero Point Boons
Heroic Aegis (Verdant Wheel)
Prerequisites: Admired by Verdant Wheel
Cost: 0 AcP
As a member of the Verdant Wheel, you have spent time contemplating the cycles of life and death that make up the natural world, and you are able to hold fast to your defenses even in your most vulnerable moments. When you spend your Hero Points to avert death, you gain a +2 status bonus to AC and saving throws until the end of your next turn.
Heroic Defiance (Vigilant Seal)
Prerequisites: Admired by Vigilant Seal
Cost: 0 AcP
When you spend your Hero Points to avoid death, you can choose to immediately wake up with 1 Hit Point.
Normal: When you spend your Hero Points to avoid death, you stabilize with 0 Hit Points, but you do not wake up until your Hit Points rise above 0.
Heroic Hustle (Horizon Hunters)
Prerequisites: Admired by Horizon Hunters
Cost: 0 AcP
In moments of true heroism, you can always move to where the action is. When you spend a Hero Point to reroll a check, you also gain a +10-foot status bonus to your Speed until the end of your next turn. After you spend a Hero Point to avoid death, you can also Stand as a free action when you next become conscious.
Heroic Inspiration (Envoy's Alliance)
Prerequisites: Admired by Envoy's Alliance
Cost: 0 AcP
Your most momentous actions can inspire your allies to follow suit. When you use a Hero Point to reroll a check and succeed at the check, your allies gain a +1 circumstance bonus to checks of the same type for 1 round (such as attack rolls, Will saves, or Perception checks).
Heroic Intervention (Radiant Oath)
Prerequisites: Admired by Radiant Oath
Cost: 0 AcP
Your heroic moments grant others the will to keep fighting. When you spend a Hero Point, you and any allies within 30 feet who can see you regain 3d6 Hit Points (4d6 if you are Revered by Radiant Oath). This healing also affects dying allies, even if they cannot see you due to being unconscious.
Heroic Recall (Grand Archive)
Prerequisites: Admired by Grand Archive
Cost: 0 AcP
Desperate moments call for keen insight. When you spend a Hero Point, you can Recall Knowledge as a free action, rolling the skill check twice and using the better result. This is a fortune effect.
Hireling Boons
Hireling
Prerequisites: None
Cost: 4 AcP
You have recruited a non-combat hireling who can assist you with a certain set of skill checks. This ally performs the selected skills with a total modifier equal to 2 + your level, and they are considered trained in the skills. You must expend any actions and be in range to perform the action yourself, and any consequences of these actions affect you (such as falling when using Athletics to Climb).
The hireling doesn’t have or use its own ability modifiers and can never benefit from item bonuses, status bonuses, or fortune effects. Abilities that grant you a circumstance bonus do not grant that circumstance bonus to your hireling even though you are using your action to attempt the check. You cannot aid your own hireling.
You cannot use the hireling's skills except recall knowledge in combat, and the hireling cannot be affected by, or affect, combat, cannot be harmed unless willfully endangered, and has no effect other than performing the selected skill checks.
When you purchase this boon, you select one skill as well as one Lore skill. The hireling can perform only these skills' checks.
Special: You can apply this boon multiple times to the same character, but may only benefit from one hireling boon on any given adventure.
Hireling Translator
Prerequisites: None
Cost: 4 AcP
You have recruited a capable linguist who accompanies you on your adventures. This ally speaks, reads, and understands Common as well as two additional languages of common rarity or that you have access to, chosen when this boon is purchased. The ally can quickly translate any of these languages for your benefit, effectively allowing you to communicate in the additional two languages without difficulty. However, you are not treated as knowing those languages for the purpose of using spells with the linguistic trait. The translator cannot be affected by or affect combat.
Special: You can apply this boon multiple times to the same character, but may only benefit from one hireling boon on any given adventure.
Expert Hireling
Prerequisites: Liked by any Faction
Cost: 0 AcP
When you gain this boon, select one Hireling boon you possess. The selected ally’s proficiency for their selected skills improves to expert, and their modifier to skill checks increases to 4 + your level.
Special: You can purchase this boon multiple times. Each time you purchase this boon, you must apply its benefits to a different Hireling boon.
Professional Hireling
Prerequisites: Admired by any Faction
Cost: 0 AcP
When you gain this boon, select one Hireling boon you possess. The selected ally adds a second Lore skill to the list of skill checks they can attempt. In addition, select one skill feat whose prerequisite is being trained in one of the hireling’s selected skills. The hireling gains the benefits of that skill feat when attempting skill checks.
Special: You can apply this boon multiple times to the same character. Each time you purchase this boon, you must apply its benefits to a different Hireling boon.
Master Hireling
Prerequisites: Revered by any Faction
Cost: 0 AcP
When you gain this boon, select one Hireling boon you possess that’s already been modified by the Expert Hireling boon. The selected ally’s proficiency for their selected skills improves to master, and their modifier to skill checks increases to 6 + your level.
Special: You can apply this boon multiple times to the same character. Each time you purchase this boon, you must apply its benefits to a different Hireling boon.
L-M
Leshy Companion (Verdant Wheel)
Prerequisites: Liked by Verdant Wheel
Cost: 4 AcP
You can select the Leshy Familiar feat as a 2nd level class feat, even if you are not a druid. You can ignore the prerequisite of belonging to the leaf order.
When you apply this boon, you can retrain your 2nd level class feat to Leshy Companion without spending Downtime.
Lodge-Specific Boons
Iceferry Lodge Gear
Prerequisites: Played 1-10: Tarnbreaker's Trail
Cost: 0 AcP
Your adventures around the Iceferry Lodge have given you access to a signature piece of gear. You gain access to snowshoes of the long trek (Lost Omens Pathfinder Society Guide 88).
Lantern Lodge Gear
Prerequisites: Played 1-06: Lost on the Spirit Road OR 2-02 Mountain of Sea and Sky
Cost: 0 AcP
Your adventures around the Lantern Lodge have given you access to a signature piece of gear. You gain access to the book of translation (Tien) (Lost Omens Pathfinder Society Guide 93).
Nexus House Gear
Prerequisites: Played 1-00: Origin of the Open Road
Cost: 0 AcP
Your adventures around the Nexus House have given you access to a signature piece of gear. You gain access to the Ganjay book (Lost Omens Pathfinder Society Guide 96).
Open Road Lodge Gear
Prerequisites: Played 1-16: The Perennial Crown Part 1 AND 1-17: The Perennial Crown Part 2
Cost: 0 AcP
Your adventures around the Open Road Lodge have given you access to a signature piece of gear. You gain access to vermin repellent agent (Lost Omens Pathfinder Society Guide 100-101).
Woodsedge Lodge Gear
Prerequisites: Played 1-21: Mistress of the Maze
Cost: 0 AcP
Your adventures around the Woodsedge Lodge have given you access to a signature piece of gear. You gain access to emergency disguise (Lost Omens Pathfinder Society Guide 108-109).
Mentor Boons
Combat Mentor (Vigilant Seal)
Prerequisites: Liked by Vigilant Seal
Cost: 0 AcP
While working with less experienced Pathfinder allies, you provide pointers and lead drills that ensure your newer colleagues’ attacks strike true. For any PCs benefiting from a Level Bump and whose levels are lower than yours, you increase the Level Bump’s modifier to attack rolls to 2.
Normal: A Level Bump increases a PC’s attack roll modifiers by 1.
Special: A PC can only benefit from two mentor boons.
Magical Mentor (Grand Archive)
Prerequisites: Liked by Grand Archive
Cost: 0 AcP
While working with less experienced Pathfinder allies, you provide key spellcasting insights that augment your colleagues’ magic. Any PCs benefiting from a Level Bump and whose levels are lower than yours can prepare one additional spell of their highest-level spell slot or cast one additional spell of their highest-level spell slot. When casting spells of a magical tradition that is the same as the tradition you use for spellcasting, the affected PC also increases the Level Bump’s modifier to spell DCs to 2.
Normal: A Level Bump increases a PC’s spell DCs by 1, and it does not grant any additional spells prepared or spell slots.
Special: A PC can only benefit from two mentor boons.
Protective Mentor (Radiant Oath)
Prerequisites: Liked by Radiant Oath
Cost: 0 AcP
While working with less experienced Pathfinder allies, you shield your more fragile wards from the threat of death. For any PCs benefiting from a Level Bump and whose levels are lower than yours, you increase their current and maximum Hit Points by an additional amount equal to 3 times your Radiant Oath reputation tier (Liked = 1, Admired = 2, Revered = 3).
Normal: A Level Bump increases a PC’s Hit Points by 10% or 10, whichever is higher.
Special: A PC can only benefit from two mentor boons.
Rugged Mentor (Horizon Hunters)
Prerequisites: Liked by Horizon Hunters
Cost: 0 AcP
While working with less experienced Pathfinder allies, you provide important insights that keep your less experienced colleagues safe from harm. For any PCs benefiting from a Level Bump and whose levels are lower than yours, you increase the Level Bump’s modifier to saving throws to 2.
Normal: A Level Bump increases a PC’s saving throw modifiers by 1.
Special: A PC can only benefit from two mentor boons.
Skillful Mentor (Envoy's Alliance)
Prerequisites: Liked by Envoy's Alliance
Cost: 0 AcP
While working with less experienced Pathfinder allies, you provide vital advice to sharpen your newer colleagues’ skills. For any PCs benefiting from a Level Bump and whose levels are lower than yours, you increase the Level Bump’s modifier to skill checks to 2.
Normal: A Level Bump increases a PC’s skill check modifiers by 1.
Special: A PC can only benefit from two mentor boons.
Worldly Mentor (Verdant Wheel)
Prerequisites: Liked by Verdant Wheel
Cost: 0 AcP
While working with less experienced Pathfinder allies, you help your less experienced colleagues recognize danger and withstand danger. For any PCs benefiting from a Level Bump and whose levels are lower than yours, you increase the Level Bump’s modifier to Perception checks and Initiative rolls to 2.
Normal: A Level Bump increases a PC’s Perception modifier by 1.
Special: A PC can only benefit from two mentor boons.
N-R
Natural Skill (Verdant Wheel)
Prerequisites: Admired by Verdant Wheel
Cost: 4 AcP
If you are at least trained in Nature, you gain a bonus skill feat from the following list: Natural Medicine, Quick Identification, Recognize Spell, or Train Animal. If you have already selected one of these feats, you can freely retrain your selection.
Naturalist (Verdant Wheel)
Prerequisites: Liked by Verdant Wheel
Cost: 4 AcP
When you apply this boon, choose a common alchemical item or potion of your level or lower to which you have access. The Verdant Wheel has taught you how to craft this item far more efficiently and provided you with a source for the rare herbs and ingredients needed to make 1 batch (typically 4 copies of the item). Making the item with the Verdant Wheel's method uses the standard rules for Crafting the item, with the following exceptions. First, you must use Nature, Survival, or Herbalism Lore in place of Crafting for all purposes. Second, you only need to spend 2 days of Downtime before attempting your first skill check and subsequently beginning to reduce the item’s effective cost.
Special: You can apply this boon multiple times to the same character.
Off-Hours Study (Grand Archive)
Prerequisites: Liked by Grand Archive
Cost: 4 AcP
You spend your free time studying learning new trivia or practicing unfamiliar languages. When you acquire this boon, choose a common language you don’t know or a Lore skill in which you are untrained. After purchasing this boon. you can spend Downtime practicing the selected language or skill. Once you have expended 50 days of Downtime in this way, you learn the chosen language or become trained in the chosen Lore skill. This boon then grants no further benefit.
Special: You can apply this boon multiple times to the same character. Each time you do so, select a different language or Lore skill.
Pathfinder Condition Removal
Prerequisites: None
Cost: 20 AcP
Penitent Pathfinder (Slotless Boon): In the course of your adventuring, you found yourself under the effects of an affliction that only magic seems to be able to shake. When you purchase this boon, choose one of the spells below. A Pathfinder Society healer casts that spell on you. This spell automatically succeeds at removing the condition and costs you no gold.
Spells available:
- Dispel magic (removes one ongoing spell effect)
- Neutralize poison
- Remove curse
- Remove disease
- Remove fear
- Remove paralysis
- Restoration (reduces a permanent clumsy, drained, enfeebled or stupefied condition by 2 or a doomed condition by 1)
- Restore senses
- Stone to flesh
Pathfinder Society (second edition) Replay
Prerequisites: None
Cost: 40 AcP
You have gained 1 replay, which you can view with the rest of your point totals. Downloading this PDF is not necessary but I'm glad you did!
Penitent Pathfinder
Prerequisites: None
Cost: 20 AcP
Pathfinder Condition Removal (Slotless Boon): You have transgressed against the code that you hold dear, and you seek to make things right. A priest of your deity has agreed to assist you, and you may now undertake a quest of redemption. When you purchase this boon, you gain the benefits of a successful atone ritual.
Atone has an additional cost of 30 days of Downtime spent engaged in a task chosen by your deity. For the purpose of Pathfinder Society, the atonement is considered to be complete when the ritual is cast, but the character must still spend their subsequent 30 days of Downtime atoning and cannot use that time for any other purpose.
Practiced Medic (Radiant Oath)
Prerequisites: Liked by Radiant Oath
Cost: 4 AcP
By spending your off-hours administering medical aid to those in need, you have developed extraordinary first aid instincts. After purchasing this boon, you can spend Downtime to provide medical services to others. Once you have expended 8 days of Downtime in this way, you can expend the boon as a free action before attempting a Medicine check to Administer First Aid, Treat Disease, Treat Poison, or Treat Wounds. You improve your check’s degree of success by one step (such as if you roll a failure, you get a success instead); the boon is not expended if your original roll is a critical success. Once you expend this boon, it provides no other benefit.
Special: You can apply this boon multiple times to the same character, though you cannot expend more than one copy of this boon per adventure.
S-Z
Second Chance
Prerequisites: None
Cost: 40 AcP
Second Chance (Limited-Use): Adventuring is deadly business, but you have a powerful favor you can call in if your travels result in a premature death. You can check the box that precedes this boon to gain the benefits of the resurrect ritual (Pathfinder Core Rulebook page 415) for your PC or a non-summoned minion (such as a creature companion), so long as the ritual’s total cost in diamonds does not exceed 1,000 gp. If the ritual would cost more than 1,000 gp, you must pay any additional material costs beyond 1,000 gp.
The ritual takes 1 day to perform and automatically succeeds. If necessary, the Pathfinder Society will also recover your body and all lost equipment in the event it has been destroyed, lost, or is otherwise inaccessible without additional cost.
If the beneficiary is an undead character who does not die at 0 Hit Points (such as a character built using the skeleton ancestry), they can instead use this boon to benefit from a ritual that restores them to their previous undead state, instead of returning them to life. This ritual otherwise has the same costs and function as the resurrect ritual as described above.
Secondary Initiation
Prerequisites: None
Cost: 2 AcP
Your contacts have introduced you to an influential member of another organization, allowing you to join that group or train in some of their techniques. Select an organization other than the Pathfinder Society. For the purpose of fulfilling prerequisites and Access conditions, you are treated as being a member of that group in addition to your belonging to the Pathfinder Society.
Special: You can apply this boon multiple times to the same character, but each time you apply it, you relinquish your membership in the previous group in order to join a different group. Before doing so, you must retrain any options that listed membership in your previous group as a prerequisite.
Steady Hand (Grand Archive)
Prerequisites: Admired by Grand Archive
Cost: 4 AcP
Long hours interacting with fragile manuscripts has taught you how to keep your hands steady. You can activate the following ability once per adventure.
Steady Hand [free-action] (fortune) Roll twice and take the higher result on a Thievery check. You can only activate this ability before rolling the check.
Storied Talent (Horizon Hunters)
Prerequisites: Liked by Horizon Hunters
Cost: 4 AcP
Word of your skill and expertise is spreading, and you find that increasingly prestigious clients are prepared to pay for your services. When using Downtime to Earn Income, you can choose to attempt a task of your level.
Normal: When Earning Income, a PC can attempt a task of their level –2 or lower.
Treasure Bundle Insurance
Prerequisites: Admired by any Faction
Cost: 4 AcP
Even when your careful searching doesn’t uncover all of a site’s valuables, you’re able to appraise, repair, and certify what you did recover to maximize their value. You can check a box that precedes this boon at the end of a scenario when you and your allies recovered 9 or fewer of the adventure’s Treasure Bundles. Increase the effective number of Treasure Bundles recovered by 1 for the purpose of calculating the group’s gold piece rewards.
The total number of additional Treasure Bundles provided by this boon cannot exceed the adventure's maximum (10, for a typical scenario).
Special: Multiple copies of this boon can be used during the same adventure, but only to recover up to a total of three lost Treasure Bundles.
Untarnished Reputation
Prerequisites: Admired by any Faction
Cost: 12 AcP
When you purchase this boon, you remove one point of Infamy that you have accrued.
Special: You can apply this boon multiple times to the same character. Its cost increases each time it is purchased.
Ward Against Fiends (Radiant Oath)
Prerequisites: Admired by Radiant Oath
Cost: 4 AcP
Your allies in the Radiant Oath faction performed a ritual to grant you holy protection against demons, daemons, devils, and similar evil beings. Once per adventure, when you roll a critical failure on a saving throw against a fiend, you get a failure instead.
Wayfinder Boons
Wayfinder
Prerequisites: Played 2 sessions
Cost: 0 AcP
To guide your path, your faction has secured a wayfinder (Pathfinder Core Rulebook 617) for you to carry on your journeys and serve as a badge of office in the Pathfinder Society. This wayfinder has an effective sale price of 0 gp.
Inherited Wayfinder
Prerequisites: None
Cost: 4 AcP
A more experienced Pathfinder agent has provided you a wayfinder, a magical compass that also serves as an informal badge of the Pathfinder Society. This agent might have purchased the wayfinder for you, bequeathed their own wayfinder before retiring, or secured the device for you through other means. You gain a wayfinder (Pathfinder Core Rulebook page 617). This wayfinder has an effective price of 0 gp for the purpose of resale.
Adamant Wayfinder (Vigilant Seal)
Prerequisites: Liked by Vigilant Seal
Cost: 4 AcP
You have specially reinforced your wayfinder, devising a way for the device to absorb harmful energies. When you purchase this boon, you apply its benefits to one wayfinder in your possession, granting you a special ability when the wayfinder is invested and in your possession. You gain the following reaction:
Resist Harm (reaction): Trigger You would take damage; Effect You gain resistance 1 to acid, cold, electricity, fire, force, negative, positive, and sonic damage against one attack, spell, or effect. This applies only to the initial effect, not to any subsequent attacks or damage dealt by the effect (such as persistent damage or an ongoing hazard). This resistance increases to 2 when you reach the Admired Reputation tier with Vigilant Seal, and to 4 when you reach the Revered Reputation Tier.
You can safely use this benefit once per adventure. You can attempt to use it a second time, overcharging the wayfinder at the risk of destroying it. When you do so, roll a DC 10 flat check. On a success, the wayfinder is broken. On a failure, the wayfinder is destroyed. If anyone tries to overcharge a wayfinder that’s already been overcharged, the item is automatically destroyed (even if it has been repaired) and does not provide the activated benefit.
Special: You can apply multiple upgrades to a single wayfinder. Each upgrade only affects one wayfinder in your possession, chosen when the boon is purchased. If a wayfinder has multiple upgrades on it, you can only safely use each ability once per scenario.
If the wayfinder with this upgrade is destroyed, you can apply the upgrade to another wayfinder during Downtime for no additional cost beyond that of the wayfinder itself.
Esoteric Wayfinder (Grand Archive)
Prerequisites: Liked by Grand Archive
Cost: 4 AcP
You have modified your wayfinder to focus your mental energy, driving more reliable insights. When you purchase this boon, you apply its benefits to one wayfinder in your possession, granting you a special free action ability when the wayfinder is invested and in your possession.
You can activate this ability as a free action before you Recall Knowledge. If you roll a critical failure on the Recall Knowledge check, you instead get a failure.
You can safely use this benefit once per adventure. You can attempt to use it a second time, overcharging the wayfinder at the risk of destroying it. When you do so, roll a DC 10 flat check. On a success, the wayfinder is broken. On a failure, the wayfinder is destroyed. If anyone tries to overcharge a wayfinder that’s already been overcharged, the item is automatically destroyed (even if it has been repaired) and does not provide the activated benefit.
Special: You can apply multiple upgrades to a single wayfinder. Each upgrade only affects one wayfinder in your possession, chosen when the boon is purchased. If a wayfinder has multiple upgrades on it, you can only safely use each ability once per scenario.
If the wayfinder with this upgrade is destroyed, you can apply the upgrade to another wayfinder during Downtime for no additional cost beyond that of the wayfinder itself.
Harmonic Wayfinder (Envoy's Alliance)
Prerequisites: Liked by Envoy's Alliance
Cost: 4 AcP
You have modified your wayfinder to resonate with your allies’ actions, allowing you to better help them in times of need. When you purchase this boon, you apply its benefits to one wayfinder in your possession, granting you a special free action ability when the wayfinder is invested and in your possession.
You can activate this ability as a free action before you Aid an ally. If you roll a success on the check to Aid, you instead get a critical success.
You can safely use this benefit once per adventure. You can attempt to use it a second time, overcharging the wayfinder at the risk of destroying it. When you do so, roll a DC 10 flat check. On a success, the wayfinder is broken. On a failure, the wayfinder is destroyed. If anyone tries to overcharge a wayfinder that’s already been overcharged, the item is automatically destroyed (even if it has been repaired) and does not provide the activated benefit.
Special: You can apply multiple upgrades to a single wayfinder. Each upgrade only affects one wayfinder in your possession, chosen when the boon is purchased. If a wayfinder has multiple upgrades on it, you can only safely use each ability once per scenario.
If the wayfinder with this upgrade is destroyed, you can apply the upgrade to another wayfinder during Downtime for no additional cost beyond that of the wayfinder itself.
Radiant Wayfinder (Radiant Oath)
Prerequisites: Liked by Radiant Oath
Cost: 4 AcP
You have specially augmented your wayfinder, devising a way for the device to reveal hidden creatures. When you purchase this boon, you apply its benefits to one wayfinder in your possession, granting it the following activation ability.
Activate [two-action] command (evocation, good, light) Effect The wayfinder glows with a spiritual radiance, revealing that which is hidden.
This has the effects of faerie fire, except the effect occurs in a 10-foot radius centered around you.
You can safely use this benefit once per adventure. You can attempt to use it a second time, overcharging the wayfinder at the risk of destroying it. When you do so, roll a DC 10 flat check. On a success, the wayfinder is broken. On a failure, the wayfinder is destroyed. If anyone tries to overcharge a wayfinder that’s already been overcharged, the item is automatically destroyed (even if it has been repaired) and does not provide the activated benefit.
Special: You can apply multiple upgrades to a single wayfinder. Each upgrade only affects one wayfinder in your possession, chosen when the boon is purchased. If a wayfinder has multiple upgrades on it, you can only safely use each ability once per scenario.
If the wayfinder with this upgrade is destroyed, you can apply the upgrade to another wayfinder during Downtime for no additional cost beyond that of the wayfinder itself.
Rugged Wayfinder (Horizon Hunters)
Prerequisites: Liked by Horizon Hunters
Cost: 4 AcP
You have modified your wayfinder to absorb a small amount of your exhaustion, allowing you to continue exploring unhindered. When you purchase this boon, you apply its benefits to one wayfinder in your possession, granting you a special ability when the wayfinder is invested and in your possession.
As an action, you can reduce the severity of your clumsy, enfeebled, or sickened condition, reducing that condition’s value by 1.
You can safely use this benefit once per adventure. You can attempt to use it a second time, overcharging the wayfinder at the risk of destroying it. When you do so, roll a DC 10 flat check. On a success, the wayfinder is broken. On a failure, the wayfinder is destroyed. If anyone tries to overcharge a wayfinder that’s already been overcharged, the item is automatically destroyed (even if it has been repaired) and does not provide the activated benefit.
Special: You can apply multiple upgrades to a single wayfinder. Each upgrade only affects one wayfinder in your possession, chosen when the boon is purchased. If a wayfinder has multiple upgrades on it, you can only safely use each ability once per scenario.
If the wayfinder with this upgrade is destroyed, you can apply the upgrade to another wayfinder during Downtime for no additional cost beyond that of the wayfinder itself.
World Traveler
Prerequisites: None
Cost: 20 AcP
You have traveled widely, spending a considerable amount of time in a distant region and absorbing the local customs. When you assign this boon to a character, select a country or city on Golarion. You qualify as being from that city or country, as well as any regions which contain it, for the purpose of fulfilling the Access prerequisite of uncommon character options, in addition to any other access benefits you have from other sources. For example, a character who selected Alkenstar fulfills access requirements for Alkenstar as well as the Mana Wastes and the Impossible Lands, and a character who selects Hwanggot fulfills requirements for Hwanggot and Tian Xia.
Remaster Rules
Objectives
When considering the Pathfinder Remaster, our intent is as follows:
- To ensure that players are not forced to rebuild characters
- To ensure that as much previous material as feasible is still useable
- To incentivize adoption of the new, Remastered ruleset
- To provide an optional method to rebuild characters into Remaster rules
General Guidance
Game Rules
- Players and GMs must use the remastered rules of the game immediately where possible.
- Example: Recall Knowledge has been updated with additional guidelines. These take effect immediately at all PFS tables.
- Example: The Refocus activity and the focus spell rules have been updated to be more intuitive. All characters immediately begin using these rules.
- Example: Monster abilities like Grab are no longer automatic; instead, they require a skill check as part of attempting the action. GMs immediately begin using this new version of the rules.
Character Options
- Beginning on November 15, 2023, if a class has been reprinted in the Player Core, no new characters may be created using its class chassis as printed in the Core Rulebook. "Class chassis" means everything that all members of a class receive; roughly, this means the text in a class description which comes before the list of class feats.
- This affects the following classes: bard, cleric, druid, fighter, ranger, rogue, witch, wizard.
- Characters with at least 1 game reported prior to November 15, 2023 may be built using the Core Rulebook chassis.
- Previously-existing characters with at least 1 game reported may continue their progression using the Core Rulebook chassis. They may not use the chassis in the Player Core without rebuilding.
- Beginning on August 12, 2024, if a class has been reprinted in Player Core 2, no new characters may be created using its class chassis as printed in the Core Rulebook or Advanced Player’s Guide. "Class chassis" means everything that all members of a class receive; roughly, this means the text in a class description which comes before the list of class feats.
- This affects the following classes: alchemist, barbarian, champion, investigator, monk, oracle, sorcerer, swashbuckler.
- Characters with at least 1 game reported prior to August 12, 2024 can be built using the Core Rulebook or Advanced Player’s Guide chassis.
- Previously-existing characters with at least 1 game reported may continue their progression using the Core Rulebook or Advanced Player’s Guide chassis. They may not use the chassis in Player Core 2 without rebuilding.
- If a character option has been reprinted with the same name, use the new version as if it were errata. No additional retraining is necessary.
- Example: divine lance has been reprinted with new Remaster-compatible rules. All PCs with divine lance must update the spell accordingly.
- If a character option has not been reprinted, characters are free to use the option as previously printed, or to select it at any time.
- Example: the brooch of shielding has not been reprinted. Characters may still purchase and use a brooch of shielding.
- Example: the produce flame spell has not been reprinted, but ignition takes its place thematically. Characters may learn either spell anytime they would learn a new spell, and could learn both spells if they chose.
- Example: the magus class has not yet been remastered. Players can still build and play them using the rules in Pathfinder Secrets of Magic.
- A magus who learns gouging claw must still use the remastered version of the spell.
Specific Rulings
Rulings for General Play
- Alignment: Alignment has been removed from the game. PCs and NPCs no longer have alignment.
- Edicts and Anathema: To replace certain aspects of alignment, edicts and anathema are being emphasized. These are voluntary and optional, though deities and classes may introduce specific edicts and anathema which are not optional.
- Holy and Unholy: Many previously-aligned options now have either the holy, unholy, or sanctified traits. At a GM’s discretion, enemy abilities which previously had the good or evil traits may now have the holy or unholy trait.
- Example: A quasit’s strikes previously had the evil trait. A GM may choose to give them the unholy trait, as quasits are demonic creatures. Similarly, a quasit’s weakness to good should now be considered a weakness to holy.
- Ancestries & Heritages
- The gnome feat Burrow Elocutionist (CRB) has been removed. Characters with this feat replace it with Animal Elocutionist (Player Core) at 1st level. Characters that took the 5th-level version of Animal Elocutionist (CRB) replace that feat with another feat of their choice immediately.
- Some ancestries had a pair of ancestry weapon feats at 1st and 5th level. The 5th-level feats have been removed and their effect (adding critical specialization) is now including in each corresponding Remastered 1st-level feat. Characters that took one of the following 5th-level feats replace that feat with another feat of their choice immediately:
- Dwarven Weapon Cunning (CRB 37)
- Elven Weapon Elegance (CRB 41)
- Gnome Weapon Innovator (CRB 45)
- Goblin Weapon Frenzy (CRB 49)
- Halfling Weapon Trickster (CRB 53)
- Orc Weapon Carnage (half-orc feat, CRB 59)
- The aasimar feat Celestial Strikes and the tiefling feat Fiendish Strikes are no longer legal for play. Characters with either feat must retrain it for another ancestry feat at 13th level or lower.
- Items
- Some items are no longer available for Pathfinder Society play due to their interaction with spell schools. Please see the "Withdrawn Items" table below for a list of affected items as well as information on refunding or replacing these items.
- Sanctification
- Pathfinder Society characters may not be sanctified to unholy. This is the spiritual successor to the previous rule forbidding PCs of evil alignment.
- Spell Schools: Spell schools have been removed from the game. “Illusion” remains as a trait, but not a spell school.
- Any previous item or ability which relies on the existence of spell schools to function may still be purchased or chosen. However, as spells printed after the Remaster do not have spell schools, the utility of these options will diminish over time.
Rulings for Class Options
- Dragon Options
- Some options (such as draconic barbarians and sorcerers or the dragonblooded versatile heritage) require or allow players to pick a specific type of dragon, which affects spellcasting traditions, skill training, and similar choices. Players may use the options as listed in Player Core 2, or select a dragon from the Imperial or Primal dragon families using the Draconic Options Table below.
- Characters which have been rebuilt using their Remaster Rebuild cannot use the chromatic or metallic dragons for any of these options.
- Characters which have not been rebuilt using their Remaster Rebuild can continue to use the chromatic or metallic dragons for any of these options.
- Some options (such as draconic barbarians and sorcerers or the dragonblooded versatile heritage) require or allow players to pick a specific type of dragon, which affects spellcasting traditions, skill training, and similar choices. Players may use the options as listed in Player Core 2, or select a dragon from the Imperial or Primal dragon families using the Draconic Options Table below.
- Alchemists
- Most alchemist options now make use of versatile vials instead of infused reagents. As such, alchemists are encouraged to use their Remaster Rebuild as soon as possible to take advantage of these new options.
- Oracles
- Because they share the same name, all Oracle mysteries are automatically updated to use the new Cursebound condition. As such, oracles gain no benefit from choosing not to use their Remaster Rebuild immediately and are strongly encouraged to do so.
- The Vision of Weakness feat is no longer legal for play. Characters with this feat may freely retrain it before their next play session.
- Sorcerers
- Sorcerers built using non-Remastered Legacy bloodlines may choose to gain the Remastered versions of their granted spells in place of the Legacy versions.
- Example: A sorcerer with the Phoenix bloodline may gain ignition and breathe fire instead of produce flame and burning hands.
- Sorcerers built using non-Remastered Legacy bloodlines may choose to gain the Remastered versions of their granted spells in place of the Legacy versions.
- Wizards
- Wizards built using the Core Rulebook chassis may continue to treat spells that had their spell school removed as part of the Remaster as if they have spell schools. They must otherwise fully update their remastered spells.
- Example: An evocation wizard may still select electric arc as an evocation cantrip. They must use the new damage as printed in the Player Core.
- Wizards built using the Core Rulebook chassis may learn new spells printed in remastered books, but they can never treat them as having a school spell if they did not previously have one.
- On November 15, 2023, the Runelord boon was removed from the Achievement Point Boons store. No new Runelords may be created after this date until/unless the archetype is reprinted.
- Wizards built using the Core Rulebook chassis may continue to treat spells that had their spell school removed as part of the Remaster as if they have spell schools. They must otherwise fully update their remastered spells.
Rebuilding
- On November 15, 2023, all characters with at least one game reported were granted one free rebuild. This is a full rebuild; you can completely alter a character’s ancestry, class, background, and any options selected. You cannot alter the adventures a character has participated in, nor can you alter a character’s Reputation earned.
- Upon rebuilding, your character starts with gold equal based on the Rebuild Starting Gold Table below.
- Alternatively, a player character can sell any and all currently-held items at purchase price and purchase new items as normal.
- Regardless of which Remaster Rebuild option you choose, do not re-apply Downtime. Downtime earnings for adventures the character has previously completed have already been factored into the Starting Gold amounts.
- If you use this rebuild, indicate “Remaster Rebuild” on your character’s most recent Chronicle Sheet.
- If, in the course of this rebuild, you wish to refund any purchased Boons, please email orgplayreportingerrors@paizo.com with your character’s name, Organized Play ID and character number, and the Boon(s) you would like to refund.
- This rebuild must be used before December 31, 2024. A second rebuild of this type will not be granted following the release of Player Core 2.
Removal of Pathfinder Training
- As of November 15, 2023, the Pathfinder Training subsystem has been removed. Characters retain any bonus lore or feats they have earned from Pathfinder Training before this date unless and until rebuilt under Remaster rules.
- Characters who are rebuilt under Remaster rules must remove any bonus lore and feat earned from Pathfinder Training.
- The Pathfinder Society has instituted new Pathfinder Provisions to provide all agents with free consumables prior to missions.
- Pregenerated characters do receive Pathfinder Provisions.
- Pathfinder Society characters receive free training in Pathfinder Society Lore (sometimes referred to as Pathfinder Lore) by default under both Legacy (pre-Remaster) and Remaster character creation. Only Legacy characters who selected a Pathfinder Training school depart from this default; click the [+] to expand the section below for details.
PFS Lore After Removal of Pathfinder Training
-
- Legacy characters who selected a Pathfinder Training school replaced their free Pathfinder Society Lore with another lore indicated by their selected school. Such characters retain their school lore unless and until rebuilt under Remaster rules. Such characters do not gain an additional free training in Pathfinder Society Lore due to the Remaster.
- Legacy characters who did not select a Pathfinder Training school retained their free training in Pathfinder Society Lore and continue to retain it even if rebuilt under Remaster rules.
- Legacy characters who are rebuilt under Remaster rules must remove any bonus lore and feat earned from Pathfinder Training. Instead, they gain free training in Pathfinder Society Lore when rebuilt.
- Remaster characters gain free training in Pathfinder Society Lore at character creation.
Editing Choices
Citation Style
As we update rulebook citations, there will be many cases where similar rules are printed in Remaster rulebooks and pre-Remaster rulebooks. Our guidelines for citations in those cases are:
- If the rules are identical in both books, cite both books. (For example, this citation PC pg. 229, CRB pg. 236Core Rulebook page 236
Player Core page 229
(click to close).) - If the rules are different in the two books, treat the Remaster rules like errata; cite only the Remaster rulebook.
Reference Tables
Withdrawn Items
Withdrawn Items: Pathfinder Core Rulebook
| Item | Page | Solution |
|---|---|---|
| Anarchic rune | Core Rulebook pg. 583 | Refund for purchase price |
| Axiomatic rune | Core Rulebook pg. 583 | Refund for purchase price |
| Material Component Pouch | Core Rulebook pg. 290 | Refund for purchase price |
| Robe of Eyes | Core Rulebook pg. 615 | Refund for purchase price |
| Staff of Abjuration | Core Rulebook pg. 593 | Refund OR Replace with Staff of Protection (GM Core pg. 280) |
| Staff of Conjuration | Core Rulebook pg. 593 | Refund OR Replace with Staff of Summoning (GM Core pg. 280) |
| Staff of Divination | Core Rulebook pg. 593 | Refund OR Replace with Staff of the Unblinking Eye (GM Core pg. 281) |
| Staff of Enchantment | Core Rulebook pg. 593 | Refund OR Replace with Staff of Control (GM Core pg. 279) |
| Staff of Evocation | Core Rulebook pg. 593 | Refund OR Replace with Staff of Elemental Power (GM Core pg. 279) |
| Staff of Illusion | Core Rulebook pg. 594 | Refund OR Replace with Staff of Phantasms (GM Core pg. 280) |
| Staff of Necromancy | Core Rulebook pg. 594 | Refund OR Replace with Staff of the Dead (GM Core pg. 281) |
| Staff of Transmutation | Core Rulebook pg. 594 | Refund OR Replace with Fluid Form Staff (GM Core pg. 278) |
Withdrawn Items: Pathfinder Secrets of Magic
| Item | Page | Solution |
|---|---|---|
| Auspicious Scepter | Secrets of Magic pg. 179 | Refund for purchase price |
| Chatterer of Follies | Secrets of Magic pg. 181 | Refund for purchase price |
| Codex of Unimpeded Sight | Secrets of Magic pg. 162 | Refund for purchase price |
| Guiding Star | Secrets of Magic pg. 185 | Refund for purchase price |
| Instructions for Lasting Agony | Secrets of Magic pg. 163 | Refund for purchase price |
| Potion of Stable Form | Secrets of Magic pg. 175 | Refund for purchase price |
| Rune of Sin | Secrets of Magic pg. 165 | Refund for purchase price |
| Specialist's Ring | Secrets of Magic pg. 190 | Refund for purchase price |
| Spellbook of Redundant Enchantment | Secrets of Magic pg. 163 | Refund for purchase price |
| Warding Tablets | Secrets of Magic pg. 163 | Refund for purchase price |
Withdrawn Items: Pathfinder Treasure Vault
| Item | Page | Solution |
|---|---|---|
| Codex of Destruction and Renewal | Treasure Vault pg. 111 | Refund for purchase price |
| Courtier's Pillow Book | Treasure Vault pg. 112 | Refund for purchase price |
| Harrow Spellcards | Treasure Vault pg. 112 | Refund for purchase price |
| Mask of the Cursed Eye | Treasure Vault pg. 155 | Refund for purchase price |
| Spellbreaking rune | Treasure Vault pg. 13 | Refund for purchase price |
| Undertaker's Manifest | Treasure Vault pg. 113 | Refund for purchase price |
| Warding Punch | Treasure Vault pg. 51 | Refund for purchase price |
| Whispering Staff | Treasure Vault pg. 105 | Refund for purchase price |
Withdrawn Items: Other Sources
| Item | Page | Solution |
|---|---|---|
| Heartripper Blade | Crown of the Kobold King pg. 115 | Refund for purchase price |
| Star of Cynosure | Dreamers of the Nameless Spires pg. 70 | Refund for purchase price |
| Sunflower Censer | Lost Omens: Impossible Lands pg. 81 | Refund for purchase price |
| Talisman Cord | Lost Omens: Pathfinder Society Guide pg. 615 | Refund for purchase price |
| Wand of Fey Flames | Lost Omens: Grand Bazaar pg. 81 | Refund for purchase price |
Note: The above table previously contained the following seven items until December 19, 2023. These items are once again available for purchase; please see their sanctioning notes on the Character Options page for the clarifications permitting their use.
- Grim Sandglass (Secrets of Magic 171)
- Desolation Locket (Treasure Vault 125)
- Ghostcaller's Planchette (Treasure Vault 125)
- Radiant Prism (Treasure Vault 127)
- Sanguine Fang (Treasure Vault 128)
- Wyrm Claw (Treasure Vault 129)
- Polished Demon Horn (They Watched the Stars 80)
Rebuild Starting Gold
| 1 xp | 17 gp, 8 sp |
| 2 xp | 20 gp, 6 sp |
| 3 xp | 23 gp, 4 sp |
| 4 xp | 26 gp, 2 sp |
| 5 xp | 29 gp |
| 6 xp | 31 gp, 8 sp |
| 7 xp | 34 gp, 6 sp |
| 8 xp | 37 gp, 4 sp |
| 9 xp | 40 gp, 2 sp |
| 10 xp | 43 gp |
| 11 xp | 45 gp, 8 sp |
| 12 xp | 48 gp, 6 sp |
| 13 xp | 53 gp |
| 14 xp | 57 gp, 4 sp |
| 15 xp | 61 gp, 8 sp |
| 16 xp | 66 gp, 2 sp |
| 17 xp | 70 gp, 6 sp |
| 18 xp | 75 gp |
| 19 xp | 79 gp, 4 sp |
| 20 xp | 83 gp, 8 sp |
| 21 xp | 88 gp, 2 sp |
| 22 xp | 92 gp, 6 sp |
| 23 xp | 97 gp |
| 24 xp | 101 gp, 4 sp |
| 25 xp | 109 gp |
| 26 xp | 116 gp, 6 sp |
| 27 xp | 124 gp, 2 sp |
| 28 xp | 131 gp, 8 sp |
| 29 xp | 139 gp, 4 sp |
| 30 xp | 147 gp |
| 31 xp | 154 gp, 6 sp |
| 32 xp | 162 gp, 2 sp |
| 33 xp | 169 gp, 8 sp |
| 34 xp | 177 gp, 4 sp |
| 35 xp | 185 gp |
| 36 xp | 192 gp, 6 sp |
| 37 xp | 205 gp, 4 sp |
| 38 xp | 218 gp, 2 sp |
| 39 xp | 231 gp |
| 40 xp | 243 gp, 8 sp |
| 41 xp | 256 gp, 6 sp |
| 42 xp | 269 gp, 4 sp |
| 43 xp | 282 gp, 2 sp |
| 44 xp | 295 gp |
| 45 xp | 307 gp, 8 sp |
| 46 xp | 320 gp, 6 sp |
| 47 xp | 333 gp, 4 sp |
| 48 xp | 346 gp, 2 sp |
| 49 xp | 366 gp, 2 sp |
| 50 xp | 386 gp, 2 sp |
| 51 xp | 406 gp, 2 sp |
| 52 xp | 426 gp, 2 sp |
| 53 xp | 446 gp, 2 sp |
| 54 xp | 466 gp, 2 sp |
| 55 xp | 486 gp, 2 sp |
| 56 xp | 506 gp, 2 sp |
| 57 xp | 526 gp, 2 sp |
| 58 xp | 546 gp, 2 sp |
| 59 xp | 566 gp, 2 sp |
| 60 xp | 586 gp, 2 sp |
| 61 xp | 616 gp, 2 sp |
| 62 xp | 646 gp, 2 sp |
| 63 xp | 676 gp, 2 sp |
| 64 xp | 706 gp, 2 sp |
| 65 xp | 736 gp, 2 sp |
| 66 xp | 766 gp, 2 sp |
| 67 xp | 796 gp, 2 sp |
| 68 xp | 826 gp, 2 sp |
| 69 xp | 856 gp, 2 sp |
| 70 xp | 886 gp, 2 sp |
| 71 xp | 916 gp, 2 sp |
| 72 xp | 946 gp, 2 sp |
| 73 xp | 990 gp, 2 sp |
| 74 xp | 1,034 gp, 2 sp |
| 75 xp | 1,078 gp, 2 sp |
| 76 xp | 1,122 gp, 2 sp |
| 77 xp | 1,166 gp, 2 sp |
| 78 xp | 1,210 gp, 2 sp |
| 79 xp | 1,254 gp, 2 sp |
| 80 xp | 1,298 gp, 2 sp |
| 81 xp | 1,342 gp, 2 sp |
| 82 xp | 1,386 gp, 2 sp |
| 83 xp | 1,430 gp, 2 sp |
| 84 xp | 1,474 gp, 2 sp |
| 85 xp | 1,534 gp, 2 sp |
| 86 xp | 1,594 gp, 2 sp |
| 87 xp | 1,654 gp, 2 sp |
| 88 xp | 1,714 gp, 2 sp |
| 89 xp | 1,774 gp, 2 sp |
| 90 xp | 1,834 gp, 2 sp |
| 91 xp | 1,894 gp, 2 sp |
| 92 xp | 1,954 gp, 2 sp |
| 93 xp | 2,014 gp, 2 sp |
| 94 xp | 2,074 gp, 2 sp |
| 95 xp | 2,134 gp, 2 sp |
| 96 xp | 2,194 gp, 2 sp |
| 97 xp | 2,282 gp, 2 sp |
| 98 xp | 2,370 gp, 2 sp |
| 99 xp | 2,458 gp, 2 sp |
| 100 xp | 2,546 gp, 2 sp |
| 101 xp | 2,634 gp, 2 sp |
| 102 xp | 2,722 gp, 2 sp |
| 103 xp | 2,810 gp, 2 sp |
| 104 xp | 2,898 gp, 2 sp |
| 105 xp | 2,986 gp, 2 sp |
| 106 xp | 3,074 gp, 2 sp |
| 107 xp | 3,162 gp, 2 sp |
| 108 xp | 3,250 gp, 2 sp |
| 109 xp | 3,370 gp, 2 sp |
| 110 xp | 3,490 gp, 2 sp |
| 111 xp | 3,610 gp, 2 sp |
| 112 xp | 3,730 gp, 2 sp |
| 113 xp | 3,850 gp, 2 sp |
| 114 xp | 3,970 gp, 2 sp |
| 115 xp | 4,090 gp, 2 sp |
| 116 xp | 4,210 gp, 2 sp |
| 117 xp | 4,330 gp, 2 sp |
| 118 xp | 4,450 gp, 2 sp |
| 119 xp | 4,570 gp, 2 sp |
| 120 xp | 4,690 gp, 2 sp |
| 121 xp | 4,862 gp, 2 sp |
| 122 xp | 5,034 gp, 2 sp |
| 123 xp | 5,206 gp, 2 sp |
| 124 xp | 5,378 gp, 2 sp |
| 125 xp | 5,550 gp, 2 sp |
| 126 xp | 5,722 gp, 2 sp |
| 127 xp | 5,894 gp, 2 sp |
| 128 xp | 6,066 gp, 2 sp |
| 129 xp | 6,238 gp, 2 sp |
| 130 xp | 6,410 gp, 2 sp |
| 131 xp | 6,582 gp, 2 sp |
| 132 xp | 6,754 gp, 2 sp |
| 133 xp | 7,002 gp, 2 sp |
| 134 xp | 7,250 gp, 2 sp |
| 135 xp | 7,498 gp, 2 sp |
| 136 xp | 7,746 gp, 2 sp |
| 137 xp | 7,994 gp, 2 sp |
| 138 xp | 8,242 gp, 2 sp |
| 139 xp | 8,490 gp, 2 sp |
| 140 xp | 8,738 gp, 2 sp |
| 141 xp | 8,986 gp, 2 sp |
| 142 xp | 9,234 gp, 2 sp |
| 143 xp | 9,482 gp, 2 sp |
| 144 xp | 9,730 gp, 2 sp |
| 145 xp | 10,106 gp, 2 sp |
| 146 xp | 10,482 gp, 2 sp |
| 147 xp | 10,858 gp, 2 sp |
| 148 xp | 11,234 gp, 2 sp |
| 149 xp | 11,610 gp, 2 sp |
| 150 xp | 11,986 gp, 2 sp |
| 151 xp | 12,362 gp, 2 sp |
| 152 xp | 12,738 gp, 2 sp |
| 153 xp | 13,114 gp, 2 sp |
| 154 xp | 13,490 gp, 2 sp |
| 155 xp | 13,866 gp, 2 sp |
| 156 xp | 14,242 gp, 2 sp |
| 157 xp | 14,790 gp, 2 sp |
| 158 xp | 15,338 gp, 2 sp |
| 159 xp | 15,886 gp, 2 sp |
| 160 xp | 16,434 gp, 2 sp |
| 161 xp | 16,982 gp, 2 sp |
| 162 xp | 17,530 gp, 2 sp |
| 163 xp | 18,078 gp, 2 sp |
| 164 xp | 18,626 gp, 2 sp |
| 165 xp | 19,174 gp, 2 sp |
| 166 xp | 19,722 gp, 2 sp |
| 167 xp | 20,270 gp, 2 sp |
| 168 xp | 20,818 gp, 2 sp |
| 169 xp | 21,634 gp, 2 sp |
| 170 xp | 22,450 gp, 2 sp |
| 171 xp | 23,266 gp, 2 sp |
| 172 xp | 24,082 gp, 2 sp |
| 173 xp | 24,898 gp, 2 sp |
| 174 xp | 25,714 gp, 2 sp |
| 175 xp | 26,530 gp, 2 sp |
| 176 xp | 27,346 gp, 2 sp |
| 177 xp | 28,162 gp, 2 sp |
| 178 xp | 28,978 gp, 2 sp |
| 179 xp | 29,794 gp, 2 sp |
| 180 xp | 30,610 gp, 2 sp |
| 181 xp | 31,850 gp, 2 sp |
| 182 xp | 33,090 gp, 2 sp |
| 183 xp | 34,330 gp, 2 sp |
| 184 xp | 35,570 gp, 2 sp |
| 185 xp | 36,810 gp, 2 sp |
| 186 xp | 38,050 gp, 2 sp |
| 187 xp | 39,290 gp, 2 sp |
| 188 xp | 40,530 gp, 2 sp |
| 189 xp | 41,770 gp, 2 sp |
| 190 xp | 43,010 gp, 2 sp |
| 191 xp | 44,250 gp, 2 sp |
| 192 xp | 45,490 gp, 2 sp |
| 193 xp | 47,410 gp, 2 sp |
| 194 xp | 49,330 gp, 2 sp |
| 195 xp | 51,250 gp, 2 sp |
| 196 xp | 53,170 gp, 2 sp |
| 197 xp | 55,090 gp, 2 sp |
| 198 xp | 57,010 gp, 2 sp |
| 199 xp | 58,930 gp, 2 sp |
| 200 xp | 60,850 gp, 2 sp |
| 201 xp | 62,770 gp, 2 sp |
| 202 xp | 64,690 gp, 2 sp |
| 203 xp | 66,610 gp, 2 sp |
| 204 xp | 68,530 gp, 2 sp |
| 205 xp | 71,650 gp, 2 sp |
| 206 xp | 74,770 gp, 2 sp |
| 207 xp | 77,890 gp, 2 sp |
| 208 xp | 81,010 gp, 2 sp |
| 209 xp | 84,130 gp, 2 sp |
| 210 xp | 87,250 gp, 2 sp |
| 211 xp | 90,370 gp, 2 sp |
| 212 xp | 93,490 gp, 2 sp |
| 213 xp | 96,610 gp, 2 sp |
| 214 xp | 99,730 gp, 2 sp |
| 215 xp | 102,850 gp, 2 sp |
| 216 xp | 105,970 gp, 2 sp |
| 217 xp | 111,290 gp, 2 sp |
| 218 xp | 116,610 gp, 2 sp |
| 219 xp | 121,930 gp, 2 sp |
| 220 xp | 127,250 gp, 2 sp |
| 221 xp | 132,570 gp, 2 sp |
| 222 xp | 137,890 gp, 2 sp |
| 223 xp | 143,210 gp, 2 sp |
| 224 xp | 148,530 gp, 2 sp |
| 225 xp | 153,850 gp, 2 sp |
| 226 xp | 159,170 gp, 2 sp |
| 227 xp | 164,490 gp, 2 sp |
| 228 xp | 169,810 gp, 2 sp |
| 229 xp | 177,170 gp, 2 sp |
| 230 xp | 184,530 gp, 2 sp |
| 231 xp | 191,890 gp, 2 sp |
| 232 xp | 199,250 gp, 2 sp |
| 233 xp | 206,610 gp, 2 sp |
| 234 xp | 213,970 gp, 2 sp |
| 235 xp | 221,330 gp, 2 sp |
| 236 xp | 228,690 gp, 2 sp |
| 237 xp | 236,050 gp, 2 sp |
| 238 xp | 243,410 gp, 2 sp |
| 239 xp | 250,770 gp, 2 sp |
| 240 xp | 258,130 gp, 2 sp |
Draconic Options Table
| Family | Type | Tradition | Speed | Damage | Save | Bloodline Skill |
|---|---|---|---|---|---|---|
| Core | Adamantine | Primal | Burrow | Bludgeoning | Reflex | Nature |
| Core | Conspirator | Occult | Climb | Poison | Fortitude | Occultism |
| Core | Diabolic | Divine | – | Fire | Reflex | Religion |
| Core | Empyreal | Divine | – | Spirit | Reflex | Religion |
| Core | Fortune | Arcane | – | Force | Reflex | Arcana |
| Core | Horned | Primal | Swim | Poison | Fortitude | Nature |
| Core | Mirage | Arcane | Climb | Mental | Will | Arcana |
| Core | Omen | Occult | – | Mental | Will | Occultism |
| Imperial | Forest | Primal | – | Piercing | Reflex | Nature |
| Imperial | Sea | Arcane | Swim | Bludgeoning | Reflex | Arcana |
| Imperial | Sky | Divine | – | Electricity | Reflex | Religion |
| Imperial | Sovereign | Occult | – | Mental | Will | Occultism |
| Imperial | Underworld | Arcane | Burrow | Fire | Reflex | Arcana |
| Primal | Brine | Primal | Swim | Acid | Reflex | Nature |
| Primal | Cloud | Primal | – | Electricity | Reflex | Nature |
| Primal | Crystal | Primal | Burrow | Piercing | Reflex | Nature |
| Primal | Magma | Primal | – | Fire | Reflex | Nature |
| Primal | Umbral | Primal | – | Void | Reflex | Nature |
Remaster Page History
As this page is intended to be temporary & may change rapidly, this summary history is included for reference.
November 2023
- Launched this page with rebuilt Guide website.
- Added "Withdrawn Items" table
- Specified that using the Remaster Rebuild does not allow a PC to re-run Downtime for completed adventures
- Added Work in Progress section
- Specified that pregenerated characters do receive Pathfinder Provisions in Removal of Pathfinder Training section
- Added Citation Style section
December 2023
- Updated Character Options section with more information on what a "class chassis" is.
- Removed seven spellhearts from the Withdrawn Items list. They are once again available for play.
January 2024
- Added material component pouch (CRB 290) to the Withdrawn Items list
- Added immediate replacement of the 5th-level ancestry critical specialization weapon feats for dwarf, elf, gnome, goblin, halfling, and dromaar (formerly half-orc) characters
- Revised Player Basics > Ongoing and Permanent Spells section and added everlight
- Condensed November & December 2023 changes on this list
28 February 2024
- Added anarchic and axiomatic weapon property runes to the Withdrawn Items list
- Clarified Removal of Pathfinder Training to indicate PCs who retain the bonus lore from their Pathfinder Training do not gain an additional free training in PFS Lore due to the release of the Remaster (but do gain such free training if later rebuilt under Remaster rules)
- Condensed January 2024 changes on this list
30 July 2024
- Updated to add guidance for Player Core 2 classes, with specific callouts for oracles and alchemists
- Added Draconic Options Table for draconic-focused characters
- Updated example of legacy class learning a remaster spell
10 September 2024
- Corrected Primal dragon entry: added burrow speed, changed damage type to piercing
29 January 2025
- Removed interim references to sanctification, ash oracles, and time oracles, since sanctification options and these oracle mysteries were reprinted in Lost Omens: Divine Mysteries
PFS Legacy Backgrounds
The following backgrounds are special options representing unique character hooks allowing players to tie their characters more closely to past (or ongoing) storylines.
PFS1 Legacy Backgrounds
These backgrounds are available only to players who participated in the First Edition campaign. Each is tied to the metaplot of a single year of PFS 1.
Early Explorer Background
In the past decade, the Pathfinder Society has clashed with demonic armies, meddled in politics, and more, but you joined the organization before everything seemed so complicated. Whether you’re a dedicated scholar of ruins or an explorer who just longs for months-long expeditions into the wilderness, you’re a Pathfinder to explore, report, and cooperate.
Choose two attribute boosts. One must be to Strength or Wisdom, and one is a free attribute boost.
You’re trained in the Survival skill and the Pathfinder Society Lore skill. You gain the Forager skill feat.
Special: You can select this background only if you have earned credit for at least 5 First Edition scenarios from Season 0 of the Pathfinder Society organized play campaign.
Shadow War Survivor Background
Countless factions have fought for influence in Absalom for millennia, and for decades these groups worked through the Pathfinder Society to better control the City at the Center of the World. Perhaps you were ones of these agents who clashed with other operatives during the so-called Shadow War. Or you might have been an unintended victim of these clandestine clashes, inspiring you to join the Society and stop the conflict from within. Whatever the reason, navigating the Shadow War has left you politically savvy and informed.
Choose two attribute boosts. One must be to Wisdom or Charisma, and one is a free attribute boost.
You’re trained in the Society skill and the Absalom Lore skill. You gain the Streetwise skill feat.
Special: You can select this background only if you have earned credit for at least 5 First Edition scenarios from Season 1 of the Pathfinder Society organized play campaign.
Shadow Lodge Defector Background
You were among the Pathfinders recruited by the devious Shadow Lodge, lured in by promises of wealth, reform, justice, or revenge. You might have fought against the Society’s loyal agents, helped sabotage the Pathfinders’ reputation in distant countries, or even infiltrated the far-flung lodges as a spy. You’ve since made peace with and rejoined the Pathfinder Society, yet the underhanded reflexes and skills you learned are hard to forget.
Choose two attribute boosts. One must be to Dexterity or Intelligence, and one is a free attribute boost.
You’re trained in the Deception skill and the Underworld Lore skill. You gain the Lie to Me skill feat.
Special: You can select this background only if you have earned credit for at least 5 First Edition scenarios from Season 2 of the Pathfinder Society organized play campaign.
Ruby Phoenix Enthusiast Background
Named for the legendary sorcerer Hao Jin, the Ruby Phoenix Tournament occurs once every 10 years in Goka and attracts extraordinary talent from across the world. You might have begun training for the tournament but never participated, or perhaps you entered the tournament only to be defeated by (and inspired to join) the Pathfinder Society. Either way, your dedicated training prepares you for the rigors of the adventuring lifestyle.
Choose two attribute boosts. One must be to Strength or Dexterity, and one is a free attribute boost.
You’re trained in the Athletics skill and the Gladiatorial Lore skill. You gain the Combat Climber skill feat. In addition, you gain access to one of the following uncommon monk weapons: kama, nunchaku, sai, shuriken, or temple sword.
Special: You can select this background only if you have earned credit for at least 5 First Edition scenarios from Season 3 of the Pathfinder Society organized play campaign.
Thassilonian Delver Background
As archaeologists uncovered and explored ever-larger numbers of Thassilonian ruins, you were among the eager explorers who sought out the Runelords’ ancient secrets. You may have been the apprentice to another Pathfinder who perished on an expedition, leaving you their discoveries and notes. Or perhaps you explored several of these sites yourself, quickly learning to parse the arcane secrets before lest the eldritch magic extinguish your life.
Choose two attribute boosts. One must be to Constitution or Intelligence, and one is a free attribute boost.
You’re trained in the Arcana skill and the Thassilonian History Lore skill. You gain the Arcane Sense skill feat. Add Thassilonian to the list of additional languages you can learn for having a high Intelligence modifier.
Special: You can select this background only if you have earned credit for at least 5 First Edition scenarios from Season 4 of the Pathfinder Society organized play campaign.
Demon Slayer Background
For over a century, Mendev led a multinational coalition against ever-growing chthonian invaders in the Worldwound, and the Pathfinder Society aided in the so-called Fifth Crusade that ultimately sealed the planar rift and defeated its demon armies. You might be a hardened recruit who clashed with the demons, or perhaps you were a survivor who lost everything to the fiendish armies and narrowly escaped—or was rescued by Pathfinders. Your exposure to the Worldwound has taught you vital lessons in identifying fiends and their magic.
Choose two attribute boosts. One must be to Strength or Constitution, and one is a free attribute boost.
You’re trained in the Religion skill and the Demon Lore skill. You gain the Recognize Spell skill feat. Add Chthonian (formerly Abyssal) to the list of additional languages you can learn for having a high Intelligence modifier.
Special: You can select this background only if you have earned credit for at least 5 First Edition scenarios from Season 5 of the Pathfinder Society organized play campaign.
Scholar of the Sky Key Background
The unfamiliar technology of Numeria’s Silver Mount still baffles Society scholars, yet you are one of the innovators who discovered how to operate a handful of these futuristic tools—possibly after surviving more than a few explosions. The Society might have recruited you for your esoteric abilities, or you might have sought out the Society’s protection in escaping the covetously vile Technic League. Even if your understanding of advanced technology is imperfect, your hard-learned lessons are invaluable in deciphering and repairing gear.
Choose two attribute boosts. One must be to Constitution or Intelligence, and one is a free attribute boost.
You’re trained in the Crafting skill and the Engineering Lore skill. You gain the Quick Repair skill feat.
Special: You can select this background only if you have earned credit for at least 5 First Edition scenarios from Season 6 of the Pathfinder Society organized play campaign.
Former Aspis Agent Background
For more than a century, the Pathfinder Society has clashed with the avaricious and underhanded Aspis Consortium, and several years ago the Society dealt its rival a decisive blow. You may be one of the few survivors of a doomed Aspis expedition, or perhaps you chafed at the Consortium’s villainous practices and defected to the Pathfinders. No matter your reasons, you know how to be efficient and ruthless when the circumstances demand.
Choose two attribute boosts. One must be to Intelligence or Charisma, and one is a free attribute boost.
You’re trained in the Intimidation skill and the Aspis Consortium Lore skill. You gain the Group Coercion skill feat. You gain access to any uncommon options as though you were a member of the Aspis Consortium.
Special: You can select this background only if you have earned credit for at least 5 First Edition scenarios from Season 7 of the Pathfinder Society organized play campaign.
Savior of Air Background
Upon securing the Untouchable Opal, an artifact of extraordinary power, the Pathfinder Society endeavored to free the benevolent demigod Ranginori, who was trapped within the virtually unbreakable prison. You might have joined the Pathfinder Society in its expeditions to the Elemental Planes, or you might have lived on one of those planes before learning of the Society from these Pathfinder agents. You are no stranger to navigating precarious terrain as a result.
Choose two attribute boosts. One must be to Dexterity or Charisma, and one is a free attribute boost.
You’re trained in the Acrobatics skill, plus either Elemental Lords Lore or a Lore skill related either to one of the Elemental Planes (such as Plane of Air Lore). You gain the Cat Fall skill feat. Add Sussuran (formerly Auran) to the list of additional languages you can learn for having a high Intelligence modifier.
Special: You can select this background only if you have earned credit for at least 5 First Edition scenarios from Season 8 of the Pathfinder Society organized play campaign.
Faction Opportunist Background
As the Pathfinder Society’s influence has grown, so too did many of its factions become wealthier and more powerful. These factions relied on a host of Pathfinders and independent operatives alike to establish trade networks, shape national politics, and more, and you were among the specialists who helped one of these factions realize its goal. These events provided you countless opportunities to develop your own contacts and negotiating skills.
Choose two attribute boosts. One must be to Intelligence or Wisdom, and one is a free attribute boost.
You’re trained in the Diplomacy skill, plus either Guild Lore, Heraldry Lore, or Mercantile Lore. You gain the Hobnobber skill feat.
Special: You can select this background only if you have earned credit for at least 5 First Edition scenarios from Season 9 of the Pathfinder Society organized play campaign.
Tapestry Refugee Background
Within her magnificent museum demiplane, the sorcerer Hao Jin extracted and preserved countless sites and cultures. The demiplane’s unraveling magic forced the Pathfinder Society to evacuate the many inhabitants recently, and you were among the refugees who returned to The Universe (formerly called the Material Plane) after centuries of isolation. Whether you joined the Society out of gratitude, curiosity, or desperation, you are hardened by your harrowing flight from your doomed home.
Choose two attribute boosts. One must be to Constitution or Wisdom, and one is a free attribute boost.
You’re trained in the Medicine or Stealth skill, plus a Lore skill related to the terrain you lived in while on the demiplane (such as Cave Lore or Desert Lore). You gain the Assurance skill feat with the skill you chose to become trained in (Medicine or Stealth).
Special: You can select this background only if you have earned credit for at least 5 First Edition scenarios from Season 10 of the Pathfinder Society organized play campaign.
Year of Shattered Sanctuaries Backgrounds (PFS2 Season 3)
Each of these boons is a one time purchase for 4 AcP giving a single character access to a special (Uncommon) Background that ties into one of the Season 3 plot arcs.
Almas Clerk
(Uncommon Background)
You worked as a clerk at the Golden Cathedral of Almas in Andoran. The Pathfinder Society’s activities in the city, and its passionate defense of its mission, inspired you to join the organization. You help the Society pursue its goals and navigate the laws of Golarion’s many locales.
Choose two attribute boosts. One must be to Intelligence or Charisma, and one is a free attribute boost.
You’re trained in the Society skill and the Legal Lore skill. You gain the Glean Contents skill feat (Pathfinder Advanced Player’s Guide 206).
Additionally, when you receive a mission briefing in the city of Almas, you know just how to find the information you need. You gain a +2 circumstance bonus to your checks to Gather Information or Recall Knowledge during the Getting Started segment of such adventures. Be sure to remind your GM that you have a relevant background.
Friend of Greensteeples
(Uncommon Background)
You’re a good friend of Benedet, the majordomo of Greensteeples Manor in Egorian, Cheliax. You’ve learned a thing or two about surviving against all odds thanks to your close association with House Jeggare and the clandestine Pathfinder Society operations based out of Greensteeples.
Choose two attribute boosts. One must be to Dexterity or Charisma, and one is a free attribute boost.
You’re trained in your choice of the Deception or Society skills, and gain the Assurance skill feat with your chosen skill. You’re also trained in a Lore skill about a narrow category of creatures.
Additionally, when you receive a mission briefing at Greensteeples Manor (or a briefing from Benedet or Varian Jeggare at another location), you receive a warm welcome. You gain a +2 circumstance bonus to your checks to Gather Information or Recall Knowledge during the Getting Started segment of such adventures. Be sure to remind your GM that you have a relevant background.
Gloriana's Fixer
(Uncommon Background)
You used to run certain “errands” for Gloriana Morilla, a close confidante of Grand Princess Eutropia Stavian, the ruler of Taldor. Gloriana took note of your skills and suggested you join the Pathfinder Society, a group she’s heavily involved in herself.
Choose two attribute boosts. One must be to Dexterity or Charisma, and one is a free attribute boost.
You’re trained in the Thievery skill and the Underworld Lore skill. You gain the Subtle Theft skill feat.
Additionally, when Gloriana Morilla is present during your mission briefings, she discreetly checks in with you and provides some pointers. You gain a +2 circumstance bonus to your checks to Gather Information or Recall Knowledge during the Getting Started segment of such adventures. Be sure to remind your GM that you have a relevant background.
Gold Falls Regular
(Uncommon Background)
You’ve long been a regular of Gold Falls Inn, a tavern located near Droskar’s Crag in the Darkmoon Vale region of Andoran. The establishment is a frequent gathering place for adventurers, storytellers, and folk heroes. You took note of the Pathfinder Society’s growing reputation in the area and decided to join up and seek adventure and fame of your own.
Choose two attribute boosts. One must be to Constitution or Charisma, and one is a free attribute boost.
You’re trained in the Performance skill, as well as your choice of the Cooking Lore skill or Volcano Lore skill. You gain the Impressive Performance skill feat.
Additionally, when you receive a mission briefing at Gold Falls Inn or a settlement in Darkmoon Vale, you can draw on your knowledge of the region and its many stories. You gain a +2 circumstance bonus to your checks to Gather Information or Recall Knowledge during the Getting Started segment of such adventures. Be sure to remind your GM that you have a relevant background.
Guest of Sedeq Lodge
(Uncommon Background)
Either as a guest, event staff, or part of the construction crew, you spent a significant stretch of time at the Pathfinder Society’s new lodge in Sedeq. The lodge serves as a new home for those fleeing from oppression or otherwise seeking a fresh start in Qadira. The magic and marvels you witnessed at the lodge inspired you to find more excitement as a member of the Pathfinder Society.
Choose two attribute boosts. One must be to Constitution or Wisdom, and one is a free attribute boost.
You’re trained in your choice of the Arcana or Religion skills, as well as your choice of the Genie Lore or Sarenrae Lore skills. You gain the Recognize Spell skill feat.
Additionally, when you receive a mission briefing at Sedeq Lodge, your familiarity with the site and the nearby area comes in handy. You gain a +2 circumstance bonus to your checks to Gather Information or Recall Knowledge during the Getting Started segment of such adventures. Be sure to remind your GM that you have a relevant background.
Muesello’s Student
(Uncommon Background)
You trained under Venture-Captain Muesello of the Oppara Lodge in Taldor. You learned a few of the mage-machinist’s crafting techniques, and your extensive knowledge of magic items comes in handy during your adventures as a Pathfinder field agent.
Choose two attribute boosts. One must be to Dexterity or Intelligence, and one is a free attribute boost.
You’re trained in the Crafting skill and the Engineering Lore skill. You gain the Crafter’s Appraisal skill feat (Pathfinder Advanced Player’s Guide 204).
Additionally, when Muesello is present during your mission briefings, he takes some time to catch up with you and discuss your mission. You gain a +2 circumstance bonus to your checks to Gather Information or Recall Knowledge during the Getting Started segment of such adventures. Be sure to remind your GM that you have a relevant background.
Sandswept Survivor
(Uncommon Background)
You were in the Sandswept Hall, the Pathfinder Society’s lodge in Sothis, Osirion, when it came under attack from an unrelenting horde of undead. You endured the siege and forged new bonds with your fellow survivors, then joined the Society as a field agent.
Choose two attribute boosts. One must be to Constitution or Wisdom, and one is a free attribute boost.
You’re trained in the Survival skill and a Lore skill related to a specific type of undead, such as Mummy Lore or Zombie Lore. You gain the Terrain Expertise skill feat with underground terrain.
Additionally, when you receive a mission briefing at the Sandswept Hall, your familiarity with its history and staff grants further insight. You gain a +2 circumstance bonus to your checks to Gather Information or Recall Knowledge during the Getting Started segment of such adventures. Be sure to remind your GM that you have a relevant background.
Retired Options
The following rewards are no longer available to buy or earn, but remain in effect for characters who previously gained them. They are reproduced here for reference.
Pathfinder Training
Pathfinder training was retired 15 November 2023. Unless they use the Remaster Rebuild, characters created prior to that date keep the bonus lores and bonus feats they earned prior to that date and Field Commissioned agents keep their extra days of downtime. With rule changes to introduce and later remove Pathfinder Provisions, the list of starting consumables is no longer relevant and is not reproduced here.
Most Pathfinders pass through the Pathfinder Academy on their way becoming agents. During their training, Pathfinder initiates attain a certain level of proficiency in all three schools' teachings, from there some go on to specialize in one of the schools' curricula and build lifelong professional contacts with like-minded scholars while others continue to divide their time among the different schools. These contacts pay out over the course of a Pathfinder's career in the form of gifts from colleagues and access to additional training. In return, the field agent is expected to return the favor by contributing labor, teaching expertise, lab assistance, or more between missions, reinforcing these professional relationships.
Another way to join the Pathfinder Society is via a field commission from another agent or a Venture-Captain of the Society. Characters who received a field commission have fewer connections to the Society's membership, and receive fewer gifts, but have fewer obligations to the society and thus more downtime.
Note that while Field Commission can only be freely chosen at character creation, the other four options can be chosen at any point in the Pathfinder's career, although once chosen they cannot be changed without Retraining.
Characters who have ties to a school or who are Field Commissioned receive a bonus lore at first level. (This replaces the Pathfinder Society Lore that all agents gain by default.) At 5th level they also gain a bonus skill feat.
Characters with ties to schools also have additional options for their starting consumables. Characters may choose consumables based on their level or any lower level. Field Commissioned agents do not receive any starting consumables, but receive additional downtime instead.
Bonus Lores, Skill Feats, and Alternate Consumables
Spells Bonus Lore and Skill Feat
| Bonus Lore (1st lvl) (Choose one) |
Bonus Feat (5th lvl) (Choose one) |
|---|---|
| Academia, Architecture, Herbalism, or Pathfinder Society |
Arcane Sense (CRB 258), Assurance (CRB 258), Quick Identification (CRB 264), or Recognize Spell (CRB 265) |
CRB = Pathfinder Core Rulebook
Scrolls Bonus Lore and Skill Feat
| Bonus Lore (1st lvl) (Choose one) |
Bonus Feat (5th lvl) (Choose one) |
|---|---|
| Accounting, Library, Pathfinder Society, or Scribing |
Assurance (CRB 258), Automatic Knowledge (CRB 258), Multilingual (CRB 264), or Streetwise (CRB 267) |
CRB = Pathfinder Core Rulebook
Swords Bonus Lore and Skill Feat
| Bonus Lore (1st lvl) (Choose one) |
Bonus Feat (5th lvl) (Choose one) |
|---|---|
| Gladiatorial, Pathfinder Society, Scouting, or Warfare |
Cat Fall (CRB 259), Armor Assist (APG* 203), Forager (CRB 261), or Hefty Hauler (CRB 262) |
CRB = Pathfinder Core Rulebook
APG* = Advanced Player's Guide
* This source is not included in the Core Assumption. You must own this book to select this option.
Generalist Bonus Lore and Skill Feat
| Bonus Lore (1st lvl) (Choose one) |
Bonus Feat (5th lvl) (Choose one) |
|---|---|
| Academia, Library, Pathfinder Society, or Scouting |
Battle Medicine (CRB 258), Courtly Graces (CRB 260), Multilingual (CRB 264), or Recognize Spell (CRB 265) |
CRB = Pathfinder Core Rulebook
APG* = Advanced Player's Guide
* This source is not included in the Core Assumption. You must own this book to select this option.
Field Commission Bonus Lore and Skill Feat
| Bonus Lore (1st lvl) (Choose one) |
Bonus Feat (5th lvl) (Choose one) |
|---|---|
| Engineering, Legal, Mercantile, or Underworld |
Experienced Professional (CRB 261), Unmistakable Lore (CRB 268), Bargain Hunter (CRB 258), or Experienced Smuggler (CRB 261) |
CRB = Pathfinder Core Rulebook
Field Commission Downtime
Field Commission agents gain 3 days of down time per XP earned in an adventure instead of 2. If using Slow Track, total all the days of Downtime awarded by the adventure, and then divide by 2 (rounding down if there are fractions).
Playtest Points
During the playtest period for the Pathfinder Second Edition core rules, players and GMs did not earn Chronicles when playing the playtest adventures. Instead, each participant earned a number of Playtest Points, which can now be redeemed on your Organized Play account on Paizo.com. These rewards include Limited-Use boons, the ability to start a character at 2nd or 3rd level to reflect the time spent playing the game, and other minor benefits.
Fame and Faction Boons
As of Year 2, Adventures no longer grant Fame. The Faction boon system was replaced by the Achievement Point System. It is no longer possible to earn *or* spend fame. All purchases must have been made by 30 January 2021, and must be recorded on a chronicle. Boons that have an ongoing effect are listed below.
Faction Boon Errata
Some boons have changed. The boons on this page have been updated to reflect the changes. For ease of reference, the changes are listed below.
- Alliance Champion boons no longer do anything and have ceased to exist.
- All characters gain the effect of the Home Region boon for free at character creation. As such, the boon no longer serves any function.
- Promotional boons are replaced with the current Promotional Boons
Heroic Resurgence
Replace: “Until the end of your next turn, you gain a +1 status bonus to attack rolls, and you also gain a circumstance bonus to your damage rolls, Perception checks, skill checks, and saving throws equal to the noted value (maximum +2 for Reputation tier 3, or +3 for Reputation tier 4).”
With: “Until the end of your next turn, you gain a +2 status bonus to attack rolls, damage rolls, Perception checks, skill checks, and saving throws.”
Crafter’s Workshop
Replace: “When you Craft during Downtime, you do not need to spend 4 days at work before attempting a Crafting check.”
With: “You only need to spend 1 day of downtime before attempting your skill check and subsequently beginning to reduce the item’s effective cost.”
And Remove: “ However, your fellow faction members expect your assistance in return. After slotting this boon to reduce the time needed to Craft an item, you must keep it slotted until you have finished crafting that item.”
Hireling Boons
Replace: “The hireling’s result cannot be modified by class abilities or spells, but it can be improved by a successful Aid check. ”
With: “The hireling doesn’t have or use its own ability modifiers and can never benefit from item bonuses, status bonuses, or fortune effects. Abilities that grant you a circumstance bonus do not grant that circumstance bonus to your hireling even though you are using your action to attempt the check. You cannot aid your own hireling.”
Replace: The hireling does not participate directly in combat
With: You cannot use the hirelings skills except recall knowledge in combat, and the hireling cannot be affected by, or affect combat.
Replace: “Special You can purchase this boon multiple times.”
With: “Special You can purchase this boon multiple times, but may only benefit from one hireling boon on any given adventure”
Faction Reputation
The original Faction Reputation has been replaced by the current system, detailed in Player Rewards. However, the boons below reference the original Faction Reputation and use that chart to determine their effect.
Table: Faction Reputation Tiers
| Reputation Tier | Reputation |
|---|---|
| 0 | 0 |
| 1 | 10 |
| 2 | 30 |
| 3 | 50 |
| 4 | 90 |
All Faction Boons
Special Note: To calculate your current Reputation Tier for the purpose of purchasing rewards listed in the table below, add up your Reputation from all factions and reference that table.
| Name | Tier | Trait(s) | Description |
|---|---|---|---|
| Hireling | 0 | Ally | Hire a skillful ally |
| Multicultural Training | 0 | - | Gain access to options from a second culture |
| Secondary Initiation | 0 | - | Gain access to options from an organization |
| Wayfinder | 0 | Item | Gain a free wayfinder |
| Expert Hireling | 2 | - | Improve your hireling’s proficiencies |
| Bequeathal | 3 | Service | Transfer a reward to another character |
| Professional Hireling | 3 | - | Broaden your hireling’s skill set |
| Untarnished Reputation | 3 | - | Reduce infamy at a discount, once. |
| Master Hireling | 4 | - | Further improve your hireling’s proficiencies |
Envoys’ Alliance Boons
The following is a list of purchasable rewards offered by the Envoys’ Alliance faction.
| Name | Tier | Trait(s) | Description |
|---|---|---|---|
| Skillful Mentor | 1 | Mentor | Help low-level PCs at your table |
| Society Recruiter | 1 | - | Earn credit with the Alliance by bringing new agents. |
| Eager Protégé | 2 | Ally | Gain an ally and grant XP to another character |
| Crafter’s Workshop | 2 | Downtime | Allies help you craft efficiently |
| Harmonic Wayfinder | 2 | Item | Upgrade your wayfinder to allow you to better help your allies |
| Bring Them Back Alive | 3 | Social | Reduce the cost of returning to life |
| Heroic Inspiration | 3 | Heroic | Inspire allies when spending hero points to reroll |
| Exemplary Recruiter | 4 | — | Gain an experienced successor |
Grand Archive Boons
The following is a list of purchasable rewards offered by the Grand Archive faction.
| Name | Tier | Trait(s) | Description |
|---|---|---|---|
| Academic Conference | 1 | - | Earn credit with the Archive by attending prestigious events. |
| Magical Mentor | 1 | Mentor | Help low-level PCs at your table |
| Off-Hours Study | 1 | Downtime | Gain additional lores or languages |
| Esoteric Wayfinder | 2 | Item | You have upgraded your wayfinder to warn you when you misremember facts. |
| Translator | 2 | Ally | You have a helpful translator. |
| Heroic Recall | 3 | Heroic | Recall information when you spend hero points for rerolls |
| Unparalleled Scholarship* | 4 | - | Gain a well connected successor |
Horizon Hunters Boons
The following is a list of purchasable rewards offered by the Horizon Hunters faction.
| Name | Tier | Trait(s) | Description |
|---|---|---|---|
| Consummate Dabbler | 1 | - | Earn credit with the hunters by exploring other systems |
| Rugged Mentor | 1 | Mentor | Help low-level PCs at your table |
| Storied Talent | 2 | Social | Find better jobs when earning income |
| Rugged Wayfinder | 2 | Item | Upgrade your wayfinder to keep you going past your limits. |
| Heroic Hustle | 3 | Heroic | Gain extra movement when spending hero points |
| Exotic Edge | 3 | - | Use knowledge earned exploring to give you a bonus |
| World Traveler | 4 | - | Gain a well traveled successor |
Radiant Oath Boons
The following is a list of purchasable rewards offered by the Radiant Oath faction.
| Name | Tier | Trait(s) | Description |
|---|---|---|---|
| Charitable Adventure | 1 | - | Earn credit with the Oath when your adventure is in aid of those in need. |
| Protective Mentor | 1 | Mentor | Help low-level PCs at your table |
| Practiced Medic | 1 | Downtime | Practice your healing skills between missions to gain an insight while treating your companions wounds. |
| Heroic Intervention | 3 | Heroic | Grant healing to allies when you spend hero points |
Verdant Wheel Boons
The following is a list of purchasable rewards offered by the Verdant Wheel faction.
| Name | Tier | Trait(s) | Description |
|---|---|---|---|
| Beginnings and Endings | 1 | - | Earn credit with the Wheel by helping before or after an adventure |
| Naturalist | 1 | Downtime | Get help from the Wheel to craft alchemical items and potions faster |
| Worldly Mentor | 1 | Mentor | Help low-level PCs at your table |
| Leshy Companion | 2 | Ally | Gain a Leshy Companion |
| Heroic Resurgence | 3 | Heroic | Gain bonuses when using hero points to return from the edge of death |
| Preserve | 3 | Property | You own a nature preserve |
Vigilant Seal Boons
The following is a list of purchasable rewards offered by the Vigilant Seal faction.
| Name | Tier | Trait(s) | Description |
|---|---|---|---|
| Leader by Example | 1 | - | Earn credit with the Seal by helping others experience adventure |
| Adversary Lore | 1 | - | Research common adversaries between adventures. |
| Resist Corruption | 1 | - | You and adjacent allies resist evil damage |
| Combat Mentor | 1 | Mentor | Help low-level PCs at your table |
| Curse Breaker | 2 | Downtime | Gain an item at a discount by using your skills to remove a curse from an item from the Seal’s vaults |
| Adamant Wayfinder | 2 | Item | Upgrade your wayfinder to absorb energy targeting you |
| Heroic Defiance | 3 | Heroic | Wake immediately when spending hero points to return from dying |
| Vault Delver | 4 | - | Gain a well equipped successor |
Faction Boon List
The following section details the boons that PCs can purchase with Fame.
A-E
Adversary Lore:
Prerequisites: Vigilant Seal Tier 1
It doesn’t matter how powerful your weapons are if you don’t know where to strike. Before an adventure, you take time to study a certain category of creatures, making it easier to recall their capabilities later. When you purchase this boon, either select one creature type from List 1 below, or choose two creature types from List 2. While this boon is slotted, you have a +1 circumstance bonus to Recall Knowledge about creatures of the selected type(s). If your Reputation Tier for the Vigilant Seal faction is 4, this bonus increases to +2.
List 1: aberration, animal, beast, construct, dragon, elemental, fiend, undead.
List 2: astral, celestial, ethereal, fey, fungus, giant, monitor, ooze, plant.
Academic Conference:
Prerequisites: Grand Archive Tier 1
Prestigious institutions across Golarion periodically host conferences where eminent scholars can present their discoveries, and you enhance your own profile when attending these events. When you play or GM an adventure at a Paizo Organized Play event designated as Premium or Premium Plus, you earn 2 additional Reputation with the Grand Archive faction.
Special You can benefit from this boon only a number of times equal to your current Reputation Tier with the Grand Archive faction. Each time you fulfill the requirements of this boon, mark it on your Chronicle sheet along with the associated Reputation Tier.
Beginnings and Endings:
Prerequisites: Verdant Wheel Tier 1
Serve as the event organizer or headquarters volunteer for an event that includes Pathfinder Society adventures or assist these volunteers in setting up or cleaning up after such an event. When you do so, you earn 2 additional Reputation with the Verdant Wheel faction on the next scenario you play.
Special You can benefit from this boon only a number of times equal to your current Reputation Tier with the Verdant Wheel faction. Each time you fulfill the requirements of this boon, mark it on your next Chronicle sheet along with the associated Reputation Tier. You can only earn additional Reputation with this boon for one character per adventure you run, even if you have multiple characters who could benefit from this boon.
Bequeathal
service
Prerequisites: All Factions Tier 3
Pathfinders often find strange treasures for which they might not have any use, yet one of their colleagues would benefit. When you acquire this boon, select one uncommon, rare, or unique character option to which you’ve gained Access through an adventure’s Chronicle sheet (e.g., a boon that allows you to acquire a Special animal companion or purchase a Special magic item). Choose another of your characters. That character gains Access to that Special option instead, though they may only use the option once their level equals or exceeds the lowest level able to play the Chronicle sheet’s adventure (e.g., 5th level for Tier 5–8). On the Chronicle sheet, write “Bequeathed” and the recipient character’s number next to the option. You no longer have Access to that option (and must sell it back if you acquired the option and would no longer qualify for it).
Special You can purchase this boon multiple times. Each time you bequeath a different character option.
Bring Them Back Alive
social
Prerequisites: Envoys’ Alliance Tier 3
You are able to leverage your connections within the Society to raise funds for your allies’ resurrection, ensuring that everyone lives to see another adventure. You and your allies treat your effective character levels as 1 lower for the purpose of the raise dead spell and the resurrection ritual. This applies to both the level of the spell or ritual required, as well as to calculating the Cost of the diamonds necessary to cast the spell or perform the ritual.
Charitable Adventure
Prerequisites: Radiant Oath Tier 1
Although the Society focuses on exploration and discovery, the Pathfinders’ exploits also earn them a considerable income—a portion of which you donate to those in need. When you play or GM an adventure at a charity event registered with the Organized Play Foundation, you earn 2 additional Reputation with the Radiant Oath faction.
Special You can benefit from this boon only a number of times equal to your current Reputation Tier with the Radiant Oath faction. Each time you fulfill the requirements of this boon, mark it on your Chronicle sheet along with the associated Reputation Tier.
Consummate Dabbler
Prerequisites: Horizon Hunters Tier 1
It’s not enough to simply see the world; you’re driven to experience local cultures’ unfamiliar customs, too. When you play a Pathfinder Adventure Card Society scenario or a Starfinder Society scenario, you earn 2 additional Reputation with the Horizon Hunters faction on the next scenario you play.
Special You can benefit from this boon only a number of times equal to your current Reputation Tier with the Horizon Hunters faction. Each time you fulfill the requirements of this boon, mark it on your Chronicle sheet along with the associated Reputation Tier. You can only earn additional Reputation with this boon for one character per scenario played, even if you have multiple characters who could benefit from this boon.
Crafter’s Workshop
Downtime
Prerequisites: Envoy’s Alliance Tier 2
Your friends in the Envoy’s Alliance share crafting materials and collaborate to create new items more efficiently. You only need to spend 1 day of downtime before attempting your skill check and subsequently beginning to reduce the item’s effective cost.
Curse Breaker
Downtime
Prerequisites: Vigilant Seal Tier 2
You have been entrusted with an accursed item from the Society’s vaults, and you can spend your time in the Grand Lodge patiently unraveling its malign influence. When you acquire this boon choose a permanent magic item of your level or lower to which you have Access. While you have this boon slotted, you can spend Downtime erasing the item’s stubborn curse. This uses the same rules as you would to Craft the item, with the following exceptions. First, you must use Arcana, Nature, Occultism, or Religion in place of Crafting (such as to determine the progress you make and the maximum item level you can work on). Second, your faction provides you the necessary tools and workspace to perform this operation. Third, you only need to spend 2 days of Downtime before attempting your first skill check and subsequently beginning to reduce the item’s effective cost. You must keep this boon slotted until you finish uncursing the item.
Special You can purchase this boon multiple times. Each time you do so, you select a different item.
Eager Protégé
ally, limited-use
Prerequisites: Envoys’ Alliance Tier 2
A promising recruit, initiate, or recently confirmed field agent accompanies you while you have this boon slotted. This disciple observes your adventuring exploits and occasionally contributes directly; once per adventure before you attempt a skill check or attack roll, the ally successfully Aids you, granting you a +1 circumstance bonus to the triggering check.
Tally the amount of XP you earn while this boon is slotted. Once you have tallied 60 or more XP in this way, you can encourage your protégé to set off on their own on new adventures. When this happens, you can no longer slot this boon; however, you can expend the boon when creating a new character to begin the character at 2nd level with 12 XP, 30 gp, and 12 Reputation to distribute among any number of legal factions. Once expended in this way, this boon provides no other benefits.
Special You can purchase this boon multiple times, but you can only tally XP credit toward one such ally at a time.
Exotic Edge
Prerequisites: Horizon Hunters Tier 3
By traveling so widely, you have developed an intuitive talent for using esoteric techniques. Once per adventure, you can activate this boon as a free action to apply these techniques, gaining a +1 circumstance bonus to either all of your attack rolls or all of your skill checks for 1 round.
F-L
Heroic Defiance
heroic
Prerequisites: Vigilant Seal Tier 3
When you spend your Hero Points to avoid death, you can choose to immediately wake up with 1 Hit Point.
Normal: When you spend your Hero Points to avoid death, you stabilize with 0 Hit Points, but you do not wake up until your Hit Points rise above 0.
Heroic Hustle
heroic
Prerequisites: Horizon Hunters Tier 3
In moments of true heroism, you can always move to where the action is. When you spend a Hero Point to reroll a check, you also gain a +10-foot status bonus to your Speed until the end of your next turn. When you spend a Hero Point to avoid death, you can also Stand as a free action when you become conscious.
Heroic Inspiration
heroic
Prerequisites Envoys’ Alliance Tier 3
Your most momentous actions can inspire your allies to follow suit. When you use a Hero Point to reroll a check and succeed at the check, your allies gain a +1 circumstance bonus to checks of the same type for 1 round (such as attack rolls, Will saves, or Perception checks).
Heroic Intervention
heroic
Prerequisites Radiant Oath Tier 3
Your heroic moments grant others the will to keep fighting. When you spend a Hero Point, you and any allies within 30 feet who can see you regain 3d6 Hit Points (4d6 if your Radiant Oath reputation tier is 4). This healing also affects dying allies, even if they cannot see you due to being unconscious.
Heroic Recall (Reaction)
heroic
Prerequisites: Grand Archive Tier 3
Trigger: You spend a Hero Point to reroll a check Desperate moments call for keen insight. You can Recall Knowledge as a free action, rolling the skill check twice and using the better result. This is a fortune effect.
Heroic Resurgence
heroic
Prerequisites: Verdant Wheel Tier 3
(Parts of this boon may not work as expected under the rules)
As Verdant Wheel balances the cycles of life and death, you are able to dance between existence and oblivion in stressful moments. When you spend your Hero Points to avert death, you gain a +2 status bonus to attack rolls, damage rolls, Perception checks, skill checks, and saving throws until the end of your next turn.
Hireling
ally
Prerequisites: All Factions Tier 0
You have recruited a non-combat hireling who can assist you with a certain set of skill checks. This ally performs the selected skills with a total modifier equal to 2 + your level, and they are considered trained in the skills. You must expend any actions and be in range to perform the action yourself, and any consequences of these actions affect you (such as falling when using Athletics to Climb).
The hireling doesn’t have or use its own ability modifiers and can never benefit from item bonuses, status bonuses, or fortune effects. Abilities that grant you a circumstance bonus do not grant that circumstance bonus to your hireling even though you are using your action to attempt the check. You cannot aid your own hireling.
You cannot use the hirelings skills except recall knowledge in combat, and the hireling cannot be affected by, or affect combat, and cannot be harmed unless willfully endangered, and has no effect other than performing the selected skill checks.
When you purchase this boon, you select one skill as well as one Lore skill. The hireling can perform only these skills checks.
Special You can purchase this boon multiple times, but may only benefit from one hireling boon on any given adventure. Each time you purchase this boon, you can choose a different set of skills.
Hireling, Expert
Prerequisites: All Factions Tier 2, Hireling boon
When you gain this boon, select one Hireling boon you possess. The selected ally’s proficiency for their selected skills improves to expert, and their modifier to skill checks increases to 4 + your level.
Special You can purchase this boon multiple times. Each time you purchase this boon, you must apply its benefits to a different Hireling boon.
Hireling, Professional
Prerequisites All Factions Tier 3, Expert Hireling
When you gain this boon, select one Hireling boon you possess. The selected ally adds a second Lore skill to the list of skill checks they can attempt. In addition, select one skill feat whose prerequisite is being trained in one of the hireling’s selected skills. The hireling gains the benefits of that skill feat when attempting skill checks.
Special You can purchase this boon multiple times. Each time you purchase this boon, you must apply its benefits to a different Hireling boon.
Hireling, Master
Prerequisites: All Factions Tier 4, Expert Hireling
When you gain this boon, select one Hireling boon you possess that’s already been modified by the Expert Hireling boon. The selected ally’s proficiency for their selected skills improves to master, and their modifier to skill checks increases to 6 + your level.
Special You can purchase this boon multiple times. Each time you purchase this boon, you must apply its benefits to a different Hireling boon.
Home Region
Prerequisites: All Factions Tier 0
Whether it’s because you grew up there or have since learned to call it home, one nation is especially familiar to you. Choose one nation (such as Varisia or Taldor) when you purchase this boon. For the purpose of fulfilling Prerequisites and Access conditions for uncommon character options, you are treated as being from that nation as well as the larger region in which it’s found (such as the Saga Lands for Varisia or the Shining Kingdoms for Taldor).
Special You can purchase this boon multiple times, but each time you purchase it, you lose your previous home region in order to become so familiar with a new one. Before doing so, you must retrain any options that listed being from the previous home region as a prerequisite, and any options to which you would no longer have Access.
Achievement Points: The World Traveler boon, accessible with Achievement Points , grants similar Access to an entire region, providing an additional avenue to access region- and nation-based options.
Leader by Example
Prerequisites: Vigilant Seal Tier 1
Pathfinders don’t always find adventure on their own; they often need someone to lead them to where the danger lies. As their guide on perilous treks, your renown grows. When you GM an adventure that grants at least 4 XP, you earn 2 additional Fame and Reputation with the Vigilant Seal faction. You can qualify for the benefit when you run multiple adventures that grant fewer XP so long as the total XP at least equals 4.
Special You can benefit from this boon only a number of times equal to your current Reputation Tier with the Vigilant Seal faction. Each time you fulfill the requirements of this boon, mark it on your Chronicle sheet along with the associated Reputation Tier. You can only earn additional Fame and Reputation with this boon for one character per adventure you run, even if you have multiple characters who could benefit from this boon.
Leshy Companion
ally
Prerequisites: Verdant Wheel Tier 2
You can select the Leshy Familiar feat as a 2nd level class feat, even if you are not a druid. You can ignore the prerequisite of belonging to the leaf order.
M-R
Mentor, Combat
mentor, social
Prerequisites: Vigilant Seal Tier 1
While working with less experienced Pathfinder allies, you provide pointers and lead drills that ensure your newer colleagues’ attacks strike true. For any PCs benefiting from a Level Bump and whose levels are lower than yours, you increase the Level Bump’s modifier to attack rolls and spell attack rolls to 2.
Normal: A Level Bump increases a PC’s attack roll and spell attack roll modifiers by 1.
Special A PC can only benefit from two mentor boons.
Mentor, Magical
mentor, social
Prerequisites: Grand Archive Tier 1
While working with less experienced Pathfinder allies, you provide key spellcasting insights that augment your colleagues’ magic. Any PCs benefiting from a Level Bump and whose levels are lower than yours can prepare one additional spell of their highest-level spell slot or cast one additional spell of their highest-level spell slot. When casting spells of a magical tradition that is the same as the tradition you use for spellcasting, the affected PC also increases the Level Bump’s modifier to spell DCs to 2.
Normal: A Level Bump increases a PC’s spell DCs by 1, and it does not grant any additional spells prepared or spell slots.
Special A PC can only benefit from two mentor boons.
Mentor, Protective
mentor, social
Prerequisites: Radiant Oath Tier 1
While working with less experienced Pathfinder allies, you shield your more fragile wards from the threat of death. For any PCs benefiting from a Level Bump and whose levels are lower than yours, you increase their current and maximum Hit Points by an additional amount equal to 3 times your Radiant Oath reputation tier.
Normal: A Level Bump increases a PC’s Hit Points by 10% or 10, whichever is higher.
Special A PC can only benefit from two mentor boons.
Mentor, Rugged
mentor, social
Prerequisites: Horizon Hunters Tier 1
While working with less experienced Pathfinder allies, you provide important insights that keep your less experienced colleagues safe from harm. For any PCs benefiting from a Level Bump and whose levels are lower than yours, you increase the Level Bump’s modifier to saving throws to 2.
Normal: A Level Bump increases a PC’s saving throw modifiers by 1.
Special A PC can only benefit from two mentor boons.
Mentor, Skillful
mentor, social
Prerequisites: Envoys’ Alliance Tier 1
While working with less experienced Pathfinder allies, you provide vital advice to sharpen your newer colleagues’ skills. For any PCs benefiting from a Level Bump and whose levels are lower than yours, you increase the Level Bump’s modifier to skill checks to 2.
Normal: A Level Bump increases a PC’s skill check modifiers by 1.
Special A PC can only benefit from two mentor boons.
Mentor, Worldly
mentor, social
Prerequisites: Verdant Wheel Tier 1
While working with less experienced Pathfinder allies, you help your less experienced colleagues recognize danger and withstand danger. For any PCs benefiting from a Level Bump and whose levels are lower than yours, you increase the Level Bump’s modifier to Perception checks and Initiative rolls to 2.
Normal: A Level Bump increases a PC’s Perception modifier by 1.
Special A PC can only benefit from two mentor boons.
Meticulous Appraisal
service
Prerequisites: Grand Archive Tier 2
Even when your careful searching doesn’t uncover all of a site’s valuables, you’re able to appraise, repair, and certify what you did recover to maximize their value. You can purchase this boon at the end of a scenario when you and your allies recovered 9 or fewer of the adventure’s Treasure Bundles. Increase the effective number of Treasure Bundles recovered by 1 for the purpose of calculating the group’s gold piece rewards. For each addition 2 points of Fame you spend when purchasing this boon, you increase the effective number of Treasure Bundles recovered by 1.
The total number of additional Treasure Bundles provided by this boon cannot exceed the number of Treasure Bundles the group actually recovered, nor can this boon increase the number of Treasure Bundles beyond the scenario’s maximum.
Multicultural Training
slotless, social
Prerequisites: All Factions Tier 0
You consider yourself a member of multiple cultures—whether by birth, upbringing, or long-term exposure—and you have learned to blend several of the cultures’ styles into your training as an adventurer. Choose an additional ethnicity, such as Varisian or Garundi. In addition to the ethnicity you selected at character creation, you are also treated as a member of this additional ethnicity for the purpose of fulfilling Prerequisites and Access conditions.
Normal: When creating a character, you can choose one ethnicity to can serve as a prerequisite and Access condition for character options. This affects only the character options you can select, not your character’s story or identity.
Special You can purchase this boon multiple times. The second time you purchase it, the Cost increases to 12 Fame, and subsequent purchases Cost 20 Fame each.
Naturalist
Downtime
Prerequisites: Verdant Wheel Tier 1
When you acquire this boon choose an alchemical item or potion of your level or lower to which you have Access. While you have this boon slotted, you can spend Downtime to search for rare herbs and ingredients in order to craft up to a full batch of this item (typically 4). This uses the same rules as you would to Craft the item, with the following exceptions. First, you must use Nature, Survival, or Herbalism Lore in place of Crafting (such as to determine the progress you make and the maximum item level you can work on). Second, your faction provides you the necessary tools and workspace to perform this operation. Third, you only need to spend 2 days of Downtime before attempting your first skill check and subsequently beginning to reduce the item’s effective Cost. You must keep this boon slotted until you finish crafting the items.
Special You can purchase this boon multiple times. Each time you do so, you select a different item.
Off-Hours Study
Downtime
Prerequisites: Grand Archive Tier 1
You spend your free time studying learning new trivia or practicing unfamiliar languages. When you acquire this boon, choose a common language you don’t know or a Lore skill in which you are untrained. While you have this boon slotted, you can spend Downtime practicing the selected language or skill. Once you have expended 50 days of Downtime in this way, you learn the chosen language or become trained in the chosen Lore skill. This boon is then expended and grants no further benefit.
Special You can purchase this boon multiple times. Each time you do so, you select a different language or Lore skill.
Practiced Medic
Downtime
Prerequisites: Radiant Oath Tier 1
By spending your off hours administering medical aid to those in need, you have developed extraordinary first aid instincts. While you have this boon slotted, you can spend Downtime to provide medical services to others. Once you have expended 8 days of Downtime in this way, this boon becomes slotless, and you can expend the boon as a free action before attempting a Medicine check to Administer First Aid, Treat Disease, Treat Poison, or Treat Wounds. You improve your check’s degree of success by one step (such as if you roll a failure, you get a success instead); the boon is not expended if your original roll is a critical success. Once you expend this boon, it provides no other benefit.
Special You can purchase this boon multiple times, though you cannot expend more than one copy of this boon per adventure.
Preserve
Property
Prerequisites: Verdant Wheel Tier 3
You have claimed a small plot where you can grow, study, or experiment with a wide variety of animals, fungi, and plants, providing you a wealth of healthful reagents. You can purchase antidotes, antiplagues, barkskin potions, elixirs of life, healing potions, potions of flying, and potions of leaping at a 10% discount.
Promotional Accessory
promotional
Prerequisites: Player is wearing or carrying an accessory that promotes Pathfinder Society
Up to twice per adventure, you can spend an action to reduce the severity of your frightened or stupefied condition by 1.
Special A PC can only slot one promotional boon at a time.
Promotional Service Award
promotional
Prerequisites: Have a campaign coin
Volunteers who make exceptional contributions to Organized Play can earn campaign coins as a recognition of their hard work. If you have a campaign coin, you gain a bonus Hero Point at the beginning of every adventure. In addition to the normal powers of a Hero Point, you can spend this Special Hero Point to allow another player to reroll a check.
Special A PC can only slot one promotional boon at a time.
Promotional Vestments
promotional
Prerequisites: Player is wearing clothing that promotes Pathfinder Society, such as a volunteer shirt, a shirt for a Pathfinder Lodge, or Pathfinder-themed cosplay
When you use a Hero Point to reroll a check, add a +1 circumstance bonus to the reroll.
Special A PC can only slot one promotional boon at a time.
R-Z
Resist Corruption
Prerequisites: Vigilant Seal Tier 1
No matter whether you’re a shining beacon of good or a jaded pragmatist with a mission, you must be prepared to shield yourself and your allies against unholy energy. While this boon is slotted, you and any adjacent allies gain resistance to evil damage equal to your Reputation Tier with the Vigilant Seal faction.
Resurrection Plan
service
Prerequisites: All Factions Tier 0
The Pathfinder Society is invested in keeping its most successful agents in the field. You can purchase a resurrection ritual for 25 Fame. If you are in a rush to return to life and cannot wait the day for this ritual to be conducted, you can instead purchase a casting of the raise dead spell for 50 Fame.
Special This reward can be purchased multiple times, as it strictly represents the ability to secure the listed services.
Secondary Initiation
slotless, social
Prerequisites: All Factions Tier 0
Your contacts have introduced you to an influential member of another organization, allowing you to join that group or train in some of their techniques. Select an organization other than the Pathfinder Society. For the purpose of fulfilling Prerequisites and
Access conditions, you are treated as being a member of that group in addition to your belonging to the Pathfinder Society.
Special You can purchase this boon multiple times, but each time you purchase it, you relinquish your membership in the previous group in order to join a different group. Before doing so, you must retrain any options that listed membership in your previous group as a prerequisite.
Sellback Plan
service
Prerequisites: All Factions Tier 1
You can return previously purchased boons whose Fame Cost is less than or equal to 2 times your Reputation Tier for All Factions so long as the boon is does not have the faction, limited-use, or service traits. You immediately gain an amount of Fame equal to the total Fame Cost of the returned boon minus 1.
Society Recruiter:
slotless
Prerequisites: Envoys’ Alliance Tier 1
The Envoys’ Alliance celebrates your efforts to recruit new talent. If you bring a new player to a table—a player without a Pathfinder Society character or someone playing their first Pathfinder Society session—you earn 2 additional Reputation with the Envoys’ Alliance faction.
Special You can benefit from this boon only a number of times equal to your current Reputation Tier with the Envoys’ Alliance faction. Each time you fulfill the requirements of this boon, mark it on your Chronicle sheet along with the associated Reputation Tier. The player you introduce to Pathfinder Society does not have to play at the same table as you (though being at the same table often improves their experience).
Storied Talent
social
Prerequisites: Horizon Hunters Tier 2
Word of your skill and expertise is spreading, and you find that increasingly prestigious clients are prepared to pay for your services. When using Downtime to Earn Income, you can choose to attempt a task of your level.
Normal: When Earning Income, a PC can attempt a task of their level –2 or lower.
Swift Traveler
service
Prerequisites: Horizon Hunters Tier 2
No matter how far afield you travel, it seems there’s always a fellow explorer ready to help you return home in record time and enjoy a few extra days to recuperate. You can purchase this boon at the end of an adventure that granted at least 4 XP while the GM is filling out Chronicle sheets. When you do so, you gain an additional 4 days of Downtime.
Translator
ally
Prerequisites: Grand Archive Tier 2
You have recruited a capable linguist who accompanies you on your adventures. This ally speaks, reads, and understands Common as well as two additional languages of common rarity chosen when this boon is purchased. The ally can quickly translate any of these languages for your benefit, effectively allowing you to communicate in the additional two languages without difficulty. However, you are not treated as knowing those languages for the purpose of using spells with the linguistic trait.
Untarnished Reputation
service
Prerequisites: All Factions Tier 3
When you purchase this boon, you remove one point of Infamy that you have accrued.
Normal: Removing Infamy typically costs 12 Fame per point.
Special You can purchase this boon only once, even if you qualify for it from multiple factions.
Wayfinder
Prerequisites: All Factions Tier 0
To guide your path, your faction has secured a wayfinder (Pathfinder Core Rulebook 617) for you to carry on your journeys and serve as a badge of office in the Pathfinder Society. This wayfinder has an effective sale price of 0 gp.
Wayfinder, Adamant
item
Prerequisites: Vigilant Seal Tier 2, you have a wayfinder
You have specially reinforced your wayfinder, devising a way for the device to absorb harmful energies. When you slot this boon, you apply its benefits to one wayfinder in your possession, granting you a special reaction ability when the wayfinder is invested and in your possession. You gain the following reaction.
Resist Harm (reaction); Trigger You would take damage; Effect You gain resistance to acid, cold, electricity, fire, force, negative, positive, and sonic damage equal to 1 plus your reputation tier against one attack, spell, or effect. This applies only to the initial effect, not to any subsequent attacks or damage dealt by the effect (such as persistent damage or an ongoing hazard).
You can safely use this benefit once per adventure. You can attempt to use it a second time, overcharging the wayfinder at the risk of destroying it. When you do so, roll a DC 10 flat check. On a success, the wayfinder is broken. On a failure, the wayfinder is destroyed. If anyone tries to overcharge a wayfinder that’s already been overcharged, the item is automatically destroyed (even if it has been repaired) and does not provide the activated benefit.
Wayfinder, Esoteric
item
Prerequisites: Grand Archive Tier 2, you have a wayfinder
You have modified your wayfinder to focus your mental energy, driving more reliable insights. When you slot this boon, you apply its benefits to one wayfinder in your possession, granting you a special free action ability when the wayfinder is invested and in your possession.
You can activate this ability as a free action before you Recall Knowledge. If you roll a critical failure on the Recall Knowledge check, you instead get a failure.
You can safely use this benefit once per adventure. You can attempt to use it a second time, overcharging the wayfinder at the risk of destroying it. When you do so, roll a DC 10 flat check. On a success, the wayfinder is broken. On a failure, the wayfinder is destroyed. If anyone tries to overcharge a wayfinder that’s already been overcharged, the item is automatically destroyed (even if it has been repaired) and does not provide the activated benefit.
Wayfinder, Harmonic
item
Prerequisites: Envoys’ Alliance Tier 2, you have a wayfinder
You have modified your wayfinder to resonate with your allies’ actions, allowing you to better help them in times of need. When you slot this boon, you apply its benefits to one wayfinder in your possession, granting you a special free action ability when the wayfinder is invested and in your possession.
You can activate this ability as a free action before you Aid an ally. If you roll a success on the check to Aid, you instead get a critical success.
You can safely use this benefit once per adventure. You can attempt to use it a second time, overcharging the wayfinder at the risk of destroying it. When you do so, roll a DC 10 flat check. On a success, the wayfinder is broken. On a failure, the wayfinder is destroyed. If anyone tries to overcharge a wayfinder that’s already been overcharged, the item is automatically destroyed (even if it has been repaired) and does not provide the activated benefit.
Wayfinder, Rugged
item
Prerequisites: Horizon Hunters Tier 2, you have a wayfinder
You have modified your wayfinder to absorb a small amount of your exhaustion, allowing you to continue exploring unhindered. When you slot this boon, you apply its benefits to one wayfinder in your possession, granting you a Special ability when the wayfinder is invested and in your possession.
As an action, you can reduce the severity of your clumsy, enfeebled, or sickened condition, reducing that condition’s value by 1.
You can safely use this benefit once per adventure. You can attempt to use it a second time, overcharging the wayfinder at the risk of destroying it. When you do so, roll a DC 10 flat check. On a success, the wayfinder is broken. On a failure, the wayfinder is destroyed. If anyone tries to overcharge a wayfinder that’s already been overcharged, the item is automatically destroyed (even if it has been repaired) and does not provide the activated benefit.
Capstone Boons
Exemplary Recruiter
Prerequisites: Envoys’ Alliance Tier 4
You have met, interviewed, and mentored numerous promising recruits, yet it is thanks to your persuasive overtures and keen eye that you identified and recruited an especially accomplished agent. When you select this boon, it does not apply to your current character. Instead, select one of your Pathfinder Society characters with 0 XP. That character gains 12 XP, 12 Fame, 30 gp, and 12 Reputation to distribute among any number of legal factions.
Special You can apply this benefit to the same character to whom you applied the Eager Protégé benefit, so long as that PC still has 12 XP. If you do so, you instead increase that character’s XP by 12 (to 24 total), award them an additional 12 Reputation to distribute between one or more factions, and grant them an additional 45 gp (for a total of 75 gp).
Unparalleled Scholarship
Prerequisites: Grand Archive Tier 4
Through a combination of your own research and the access to rare resources through the Grand Archive, you have identified an exceptional research opportunity—one that you can’t decipher on your own. You have recruited a promising new agent to help research and publish your findings, which gives your assistant an extraordinary edge in their training.
When you purchase this boon, select one of your Pathfinder Society characters with 12 or fewer XP who is not a field commissioned agent. That character gains one additional point to assign to their school training, for a total of 4 points.
Vault Delver
Prerequisites: Vigilant Seal Tier 4
Your mastery of the contents of the Pathfinder vaults has helped you locate unusual items, which you can pass along to one of your assistants as a reward for their aid. Pick one uncommon item that your character has access to and select 1 of your Pathfinder Society characters with 12 or fewer XP. That character gains Access to that item as if it appeared on their Chronicle sheet.
World Traveler
Prerequisites: Horizon Hunters Tier 4
Your journeys have taken you far, and Pathfinders who follow in your footsteps benefit from your breadth of experience. Select 1 of your Pathfinder Society characters with 12 or fewer XP. That character can simultaneously benefit from two copies of the Home Region boon.
Challenge Points
Pathfinder Society Scenarios used the Challenge Points system into Year 7 to adjust difficulty. Early Scenarios need some adjustments to work with the Challenge Points system.
The Challenge Points system has been replaced by easier and harder adjustments written into each Scenario beginning during Year 7. It is reproduced below for reference.
Challenge Points
The GM adjusts each adventure before play begins, following the steps below:
Calculate Challenge Points
To calculate the number of Challenge Points the party represents, take the following steps:
1. Record the lowest allowed level for a PC to play at this table of the adventure. For example, in an adventure written for PC levels 3-6, the lowest allowed level is 3.
2. Record each PC's level.
3. Convert each PC's level to Challenge Points. The number of Challenge Points that each PC contributes is based only on their character level. Use the following table:
Table: Challenge Points
| Character Level | Challenge Points |
|---|---|
| Lowest allowed level | 2 |
| Lowest allowed level +1 | 3 |
| Lowest allowed level +2 | 4 |
| Lowest allowed level +3 | 6 |
For example, level 1 is the lowest level PC allowed at an adventure for levels 1-4. In that case, a 2nd-level PC is at the lowest allowed level + 1 and therefore contributes 3 Challenge Points. A party of five PCs levels 1, 2, 3, 4, and 4 would contribute 2, 3, 4, 6, and 6 Challenge Points, respectively.
4. Add up the party's Challenge Points.
5. Add pregens (if needed). If your table has fewer than 4 PCs, use the following chart to determine what level of pregens to add, and how many additional Challenge Points.
Table: Adding Pregens
| Lowest Allowed Level | PCs | CP | Pregens | CP adj. |
|---|---|---|---|---|
| 1 | 2 | <8 | 2 lvl 1 pregens | +4 |
| 8+ | 2 lvl 3 pregens | +8 | ||
| 3 | <12 | 1 lvl 1 pregen | +2 | |
| 12+ | 1 lvl 3 pregen | +4 | ||
| 3 | 2 | <8 | 2 lvl 3 pregens | +4 |
| 8+ | 2 lvl 5 pregens | +8 | ||
| 3 | <12 | 1 lvl 3 pregen | +2 | |
| 12+ | 1 lvl 5 pregen | +4 | ||
| 5 | 2 | Any | 2 lvl 5 pregens | +4 |
| 3 | Any | 1 lvl 5 pregen | +2 | |
| 7+ | 3 | <12 | none* | +2 |
| 3 | 12+ | none* | +4 |
* This table is only legal if all players at the table agree. While we expect this "hard mode" playthrough experience to be satisfying, we want to caution you that, as the adventures are designed for a minimum of four players, they will be more difficult than normal.
Determine the Level Range
Parties with up to 15 challenge points always play in the lower level range. Parties with 19 or more always play in the higher level range.
Parties with 16-18 play in the higher level range only if they have 4 or fewer PCs. If they have 5 or more PCs, they play in the lower level range. This allows small parties of high level adventurers to play in the higher level range, while large parties of low level adventurers play in the lower level range.
Mentorship and PC Level Bumps
To provide low level players a more fun and fair experience, PCs at the lowest allowed to play the adventure (such as a 3rd-level PC playing in a Level 3–6 Scenario) gain a temporary boost when playing in the higher level range called a "Level Bump," to represent the higher-level PCs’ mentorship and support. Apply the following adjustments:
- Increase every DC the PC has by 1.
- Increase the attack modifiers, attack damage, spell damage, saving throw modifiers, skill modifiers, Perception modifiers, and AC of the PC by 1.
- Increase the total hit points of the PC by 10 or by 10%, whichever is higher.
Apply the relevant adjustments to the PC's animal companions, eidolons, and familiars as well. If a value is already increased by applying the adjustment to a PC (such as a familiar's save modifiers and AC), do not increase the value a second time. Remind higher-level PCs to apply any Mentor Boons they might have purchased as well.
These adjustments are less beneficial than gaining a level, yet they provide the PC more survivability and more opportunity to contribute to the adventure experience, reducing the degree to which higher-level PCs might overshadow these less experienced Pathfinders.
Adjust the Adventure
Once you’ve determined the level range and Challenge Point total, apply the proper modifications to the adventure to provide a fair challenge.
Level Range: Nearly all encounters list two different sets of creature statistics, one for each of the two level ranges the adventure is designed for. The adventure often also refers to important skill checks and saving throws in room descriptions or during events, listing one DC for the lower level range and one for the higher level range. In each of these cases, use the numbers, creatures, and other information listed for the selected level range.
Scaling: Within a level range, the scenario will also contain instructions for adjusting the difficulty of the scenario based on the total Challenge Points. These scaling instructions are generally found in "scaling sidebars" but might also be in the text of the room description or encounter.
Early Scenarios: Some early scenarios were written before the Challenge Point system was fully developed. If you are GMing Scenario 1-00 through 1-11 or Quests 1, 2, or 5, consult Converting Early Scenarios below.
Converting Early Scenarios
Treasure Bundles
Older Pathfinder Society Scenarios used the Treasure Bundles system for awarding gold at the end of the adventure. It is reproduced below for reference.
Treasure Bundles
At the end of a scenario, the GM counts the Treasure Bundles (TB) the party found. The value of a Treasure Bundle depends on the level of the character earning it. Most scenarios are designed to award 8 Treasure Bundles, with 2 bonus Treasure Bundles available through exceptional play. See Advice for Running for further discussion.
The chart below gives the value of individual Treasure Bundles and pre-calculates the most common values.
Table: Treasure Bundles
Levels 1-4 Scenario Treasure Bundle Values
| Level | Each TB | 7 TB | 8 TB | 9 TB | 10 TB |
|---|---|---|---|---|---|
| 1 | 1 gp, 4 sp | 9 gp, 8 sp | 11 gp, 2 sp | 12 gp, 6 sp | 14 gp |
| 2 | 2 gp, 2 sp | 15 gp, 4 sp | 17 gp, 6 sp | 19 gp, 8 sp | 22 gp |
| 3 | 3 gp, 8 sp | 26 gp, 6 sp | 30 gp, 4 sp | 34 gp, 2 sp | 38 gp |
| 4 | 6 gp, 4 sp | 44 gp, 8 sp | 51 gp, 2 sp | 57 gp, 6 sp | 64 gp |
Levels 3-6 Scenario Treasure Bundle Values
| Level | Each TB | 7 TB | 8 TB | 9 TB | 10 TB |
|---|---|---|---|---|---|
| 3 | 3 gp, 8 sp | 26 gp, 6 sp | 30 gp, 4 sp | 34 gp, 2 sp | 38 gp |
| 4 | 6 gp, 4 sp | 44 gp, 8 sp | 51 gp, 2 sp | 57 gp, 6 sp | 64 gp |
| 5 | 10 gp | 70 gp | 80 gp | 90 gp | 100 gp |
| 6 | 15 gp | 105 gp | 120 gp | 135 gp | 150 gp |
Levels 5-8 Scenario Treasure Bundle Values
| Level | Each TB | 7 TB | 8 TB | 9 TB | 10 TB |
|---|---|---|---|---|---|
| 5 | 10 gp | 70 gp | 80 gp | 90 gp | 100 gp |
| 6 | 15 gp | 105 gp | 120 gp | 135 gp | 150 gp |
| 7 | 22 gp | 154 gp | 176 gp | 198 gp | 220 gp |
| 8 | 30 gp | 210 gp | 240 gp | 270 gp | 300 gp |
Levels 7-10 Scenario Treasure Bundle Values
| Level | Each TB | 7 TB | 8 TB | 9 TB | 10 TB |
|---|---|---|---|---|---|
| 7 | 22 gp | 154 gp | 176 gp | 198 gp | 220 gp |
| 8 | 30 gp | 210 gp | 240 gp | 270 gp | 300 gp |
| 9 | 44 gp | 308 gp | 352 gp | 396 gp | 440 gp |
| 10 | 60 gp | 420 gp | 480 gp | 540 gp | 600 gp |
Levels 9-12 Scenario Treasure Bundle Values
| Level | Each TB | 7 TB | 8 TB | 9 TB | 10 TB |
|---|---|---|---|---|---|
| 9 | 44 gp | 308 gp | 352 gp | 396 gp | 440 gp |
| 10 | 60 gp | 420 gp | 480 gp | 540 gp | 600 gp |
| 11 | 86 gp | 602 gp | 688 gp | 774 gp | 860 gp |
| 12 | 124 gp | 868 gp | 992 gp | 1116 gp | 1240 gp |
Levels 11-14 Scenario Treasure Bundle Values
| Level | Each TB | 7 TB | 8 TB | 9 TB | 10 TB |
|---|---|---|---|---|---|
| 11 | 86 gp | 602 gp | 688 gp | 774 gp | 860 gp |
| 12 | 124 gp | 868 gp | 992 gp | 1116 gp | 1240 gp |
| 13 | 188 gp | 1316 gp | 1504 gp | 1692 gp | 1880 gp |
| 14 | 274 gp | 1918 gp | 2192 gp | 2466 gp | 2740 gp |
Levels 13-16 Scenario Treasure Bundle Values
| Level | Each TB | 7 TB | 8 TB | 9 TB | 10 TB |
|---|---|---|---|---|---|
| 13 | 188 gp | 1316 gp | 1504 gp | 1692 gp | 1880 gp |
| 14 | 274 gp | 1918 gp | 2192 gp | 2466 gp | 2740 gp |
| 15 | 408 gp | 2856 gp | 3264 gp | 3672 gp | 4080 gp |
| 16 | 620 gp | 4340 gp | 4960 gp | 5580 gp | 6200 gp |
Running Treasure Bundles
In the course of completing a Scenario, characters are likely to encounter, if not acquire, all 10 Treasure Bundles as part of overcoming challenges and inspecting their surroundings. That said, a non-linear adventure might include encounter areas (and treasure) the PCs miss entirely, and there might be small portions of treasure that a group would overlook entirely (such as hidden in a concealed room). As a result, even a capable party might not secure all 10 Treasure Bundles. Taking into account the free consumable items granted to PCs at the beginning of adventures, the wealth earned by Pathfinder Society characters is slightly higher than the published standard. GMC pg. 61, CRB pg. 510GM Core page 61
Core Rulebook page 510
(click to close) That means that although missing a Treasure Bundle stings, it is accounted for in the campaign.
However, awarding fewer than the maximum Treasure Bundles is not a punitive tool. Unless recovering a Treasure Bundle is tied to succeeding at key skill checks or making key choices, PCs who overcome an encounter with creative solutions earn the same reward they would have earned by defeating that foe in combat. Adventures call out special exceptions, such as treasure only accessible if the PCs investigate a particular secret door or agree to an NPC’s proposal. If the PCs’ actions allow them to bypass the area or encounter where they would have the chance to recover the treasure, it’s okay to relocate the opportunity to a later point with similar requirements to recover the treasure.
Example: The PCs are supposed to attack a keep, and they successfully trick the guards into escorting the PCs to the final encounter with the evil warlord rather than fighting their way in. By tricking the guards, the PC not only skip the guards fight (which has 2 Treasure Bundles associated with it) and never have a chance to pick up the easily-discovered magic wand in the guardroom (1 additional Treasure Bundle), but they also skip a fight with a minotaur (who guards coins representing 2 Treasure Bundles). The PCs receive credit for these rewards anyway; they overcame the guards encounter, bypassed the minotaur, and would have easily recovered the treasure afterward.
However, escorting the PCs through the keep also means the PCs neither explore the side rooms nor have a chance to find the secret vault where a golden chalice is hidden (1 Treasure Bundle). Finding this vault would have required a PC Searching during exploration and succeeding at a DC 20 Perception check, and the room’s rewards cite that the PCs only receive this reward if they find the room and recover the chalice. In this case, the PCs are given a fair opportunity to find the chalice anyway, such as the secret door and room being relocated to the warlord’s throne room with the same Perception check DC.
Change Log
Version 8
7.03 -> 8.00 - 30 July 2026
- Core Guide
- Pathfinder Society Characters
- Character Creation: Allowed new PCs to begin play at levels 3, 5, and 7
- Purchasing Guidelines: Moved info on free wayfinder here from Player Options > Boons
- Rebuilding Characters: Revised to account for new PCs allowed to begin play at levels higher than 1
- Playing an Adventure
- Before the Adventure: Allowed all adventures to be replayed
- During the Adventure
- Mission Briefing: Replaced Pathfinder Provisions info with note on supplies
- Treasure: Clarified further that items found during adventures are for use only during the adventure
- After the Adventure:
- Adventure Rewards: Clarified further that PCs don't keep items found during adventures
- Applying Credit: Added rule allowing pregen Chronicles to be applied to a new PC that begins play at the pregen’s level
- Applying Credit: Clarified language on applying pregen Chronicles
- Being a Game Master
- Preparing an Adventure
- Table Size Scaling: Adjusted for addition of level 7 pregens
- Adjusting Adventure Difficulty: Replaced info on Challenge Points (moved to Supplemental Materials) with info on current easier/harder adjustments
- Running an Adventure: Removed references to Treasure Bundles (moved to Supplemental Materials)
- Concluding an Adventure: Moved info on Treasure Bundles to Supplemental Materials
- Preparing an Adventure
- Special Cases
- Campaign Leadership: Revised for Paizo staff changes
- Pathfinder Society Characters
- Player Options and Tools
- Player Rewards: Moved info on free *wayfinder* to Core > Pathfinder Society Characters > Purchasing Guidelines
- Removed now-unnecessary text on rebuilding PCs
- GM Options and Tools
- Running Treasure Bundles: Moved to new Treasure Bundles page in Supplemental Materials
- Supplemental Materials
- Challenge Points: new page for content moved out of Guide proper
- Converting Early Scenarios: incorporated into Challenge Points page in Supplemental Materials
- Treasure Bundles: new page for content moved out of Guide proper
Version 7
7.02 -> 7.03 - 13 July 2026
- Core Guide
- Playing an Adventure
- Adjusted details on adventure length and format
- Added Levels 13-16 to the Earn Income tables
- Specified that Downtime cannot be saved up (accrued)
- Special Cases -> Dealing with Interruptions: Revised guidance on players leaving the game early
- Playing an Adventure
- Player Options and Tools
- Player Rewards: Updated Typical AcP Rewards table to include Series 2 Quests
- Retraining Characters Level 2+: Added "see PFS FAQ for boon full text" with link
- GM Options and Tools -> GM Rewards: Specify that the table GM does not distribute additional Hero Points from Glyphs they have earned
- Supplemental Materials -> Achievement Points Boons List: Updated text of Hireling Translator per Dec 2024 Org Play Update blog post
7.01 -> 7.02 - 22 February 2026
- Player Options and Tools > Playtest Rules: Revised rules to allow continuing use of playtest classes after playtest ends, per blog announcement
7.00 -> 7.01 - 6 October 2025
- Core Guide -> Special Cases: Added reference and link to VO Handbook
6.04 -> 7.00 - 5 October 2025
- Core Guide -> Pathfinder Society Characters
- Resources and Access: Replaced reference to "Paizo-published" materials with reference to materials "approved for Pathfinder Society play"
- Character Creation Guidelines: Added jotunborn & stryx to always available ancestries (with source ownership)
Version 6
6.03 -> 6.04 - 28 February 2025
- Player Options and Tools > Spellcasting Service Costs
- Corrected prices
- Added explanation of calculations
6.02 -> 6.03 - 29 January 2025
- Introduction > Remaster Rules
- Removed interim references to sanctification and oracle options that are reprinted in Lost Omens: Divine Mysteries
- Core Guide > Pathfinder Society Characters
- Revised text for expiration of Remaster Rebuild and deities who died
- Core Guide > Being a GM
- GM Basics: Added recommendation to report ASAP within 2 weeks
- Concluding an Adventure: Expanded pre-calculated Treasure Bundles table to PC level 20
- Player Options and Tools > Playtest Rules
- Added Impossible Playtest
- GM Options and Tools > GM Rewards
- Added note that annual Granted Replays have not yet been implemented
6.01 -> 6.02 - 6 November 2024
- Introduction > Remaster Rules
- Dragon Options: Specified non-Remastered PCs can continue to use the chromatic or metallic dragon options
- Sorcerers: Specified non-Remastered Sorcerers built using non-Remastered Legacy bloodlines can choose to take the Remastered versions of their granted spells
- Core Guide
- Pathfinder Society Characters > Character Creation
- Updated list of always available ancestries/versatile heritages for those in Player Core 2
- Newly available ancestries: catfolk, hobgoblin, kholo, lizardfolk, tripkee
- Newly available versatile heritages: dhampir, dragonblood, duskwalker
- Remain available; updated reference from Advanced Player's Guide to Player Core 2: kobold, ratfolk, tengu
- Revised language Access rules: PFS PCs now have Access to all common and uncommon languages without restriction
- Added that PFS PCs now understand Pathfinder Hand Signs (formerly called Napsu-Sign) and can use it well enough to convey simple concepts.
- Updated list of always available ancestries/versatile heritages for those in Player Core 2
- Pathfinder Society Characters > Character Creation
- Pathfinder Society Characters > Purchasing Guidelines
- Made explicit that consumables that are borrowed and used up have nothing to return
- Added allowing (but not requiring) PCs to buy replacements for consumables borrowed & used up
- Playing an Adventure > During the Adventure
- Mission Briefing: added note that daily preparations can be changed after the briefing
- Replaced "Run As Written" with "Run Prudently," a summary of player-facing rulings as discussed in the Paizo forums Thread: Revising "Run as Written"
- Moved detailed GM-facing rulings to Running an Adventure
- Playing an Adventure > After the Adventure
- Added ruling that spells cast into items persist between adventures
- Re-added note that the default Earn Income Task Level is PC level - 2 (with Player Core page reference)
- Re-added rule on critical fails on Earn Income checks
- Being a Game Master > Running an Adventure
- Made extensive revisions to "Permitted Table Adjustments" as discussed in the Paizo forums Thread: Revising "Run as Written"
- Player Options and Tools > Characters With Disabilities
- Added ruling that hearing-impaired but not deaf PCs gain the Sign Language feat for free and can select the Read Lips feat even without meeting the prerequisites (deaf PCs already have both)
- Added rules for non-speaking PCs: cast spells & use magic items without issue; gain Sign Language and can select Read Lips (as with deaf and hearing-impaired PCs)
- GM Options and Tools > GM Rewards
- Clarified language to unambiguously state that multi-table interactive special scenarios count toward the 5-Glyph requirements (as intended all along)
6.00 -> 6.01 - 10 September 2024
- Introduction
- Campaign Rules Outside the Guide: Added reference & link to new PFS adventure errata forum; Re-organized list
- Remaster Rules: Corrected crystal dragon entry in Draconic Options Table
- Core Guide
- Playing an Adventure
- After the Adventure: Added Series 2 Quests to pre-calculated Earn Income table
- Being a Game Master
- Preparing an Adventure: Added reference & link to new PFS adventure errata forum
- Running an Adventure: Added reference & link to new PFS adventure errata forum
- Playing an Adventure
- Supplemental Materials
- Campaign Rules Outside the Guide: Added reference & link to new PFS adventure errata forum; Re-organized list
- AcP Boon List: Updated World Traveler text per blog post
5.14 -> 6.00 - 30 July 2024
- Restructured entire Guide
Version 5
5.13 -> 5.14 - 4 June 2024
- Pathfinder Provisions: Clarified that players receive a single item from the list
5.12 -> 5.13 - 24 May 2024
- Character Creation: Added Poppets to the list of ancestries all characters can access
5.11 -> 5.12 - 30 April 2024
- Introduction
- Added link to RVCs/regions list
- Removed links to Player Core and GM Core subsections of Character Options page
- Player Basics: Clarified you can select Pathfinder Provisions at or below the PC's level
- Character Creation: Remaster: Updated nephilim/changeling language list to Remastered language names
- Playtest Rules
- Added Battlecry! playtest
- Reformatted earlier playtests
5.10 -> 5.11 - 29 April 2024
- Community Standards and Expectations: Revised rule changes rules
- Revised rule now based on date effective (not date announced)
- Replaced "game event" language with clarification these rules apply to a stand-alone game and to all games at a convention as long as the game or convention begins before the effective date of the change
- Player Basics
- Revised pawn rules
- Specified that familiars do not count toward the pawn limit
- Re-formatted into a list of creatures that do not count toward the pawn limit
- Added recently announced rulings on deity deaths (no spoilers)
- Revised pawn rules
- Character Creation
- Corrected nephilim and changeling to be uncommon (as published)
- Restored rule that nephilim and changeling PCs also gain Access to +1 language (which had been on their versatile heritage Access Boon, which is no longer available or necessary)
- Added reminder of new deity death rulings with link to full rules
- Player Rewards: Updated Achievement Points section with current values
- GM Rewards
- Added explanation of GM table credits
- Changed from "GM credits" to "GM table credits" or "table credits" throughout
5.09 -> 5.10 - 28 February 2024
- Remaster rules page
- Added anarchic and axiomatic weapon property runes to the Withdrawn Items list
- Clarified Removal of Pathfinder Training to indicate PCs who retain the bonus lore from their Pathfinder Training do not gain an additional free training in PFS Lore due to the release of the Remaster (but do gain such free training if later rebuilt under Remaster rules)
- Condensed January 2024 changes on Page History
- Player Basics
- Specified resource ownership rules apply regardless the source of Access
- Specified adventure Chronicles give item Access
- Specified only permanent curses require a PC to be marked dead (not all curses)
- Characters With Disabilities
- Remaster: Updated page with revised item names & citations to Player Core
- Specified that PCs who are blind or deaf from birth (or similar) do not have the blinded or deafened condition, respectively
- Spellcasting Service Costs
- Remaster: Updated page for Remastered spells. Some minor changes due to Remastered spells working slightly differently, but costs and mechanics largely unchanged.
- Remaster: Specified that counteract checks in purchased spell castings automatically succeed
- Player Rewards: Specified retired Boons still function
- Factions and Reputation: Updated citation to new style, to include GM Core
- Table Variation and Creative Solutions: Revised text to be more direct (eliminate "should" for clarity)
5.08 -> 5.09 - 30 January 2024
- Remaster transition page: Added immediate replacement of the 5th-level ancestry critical specialization weapon feats for dwarf, elf, gnome, goblin, halfling, and dromaar (formerly half-orc) characters
- Player Basics: Clarified Ongoing and Permanent Spells section and added everlight
5.07 -> 5.08 - 18 January 2024
- Remaster transition page: Added material component pouch from the Core Rulebook to Withdrawn Items
- Player Basics
- Revised for consistent use of the term "Chronicle"
- Remaster: Added note about Withdrawn Items and spell schools
- Remaster: Added scroll of sound body to levels 3-4 options in Pathfinder Provisions
- Character Creation:
- Character Sheets
- Remaster: Replaced links to legacy PF2 sheets with link to Remastered sheet
- Replaced other materials/links listed with "see the Paizo Pathfinder page" (Hero Lab, Pathbuilder, legacy PF2 sheets, etc.)
- Remaster: Added note that changeling and nephilim versatile heritages remain available (extending similar note on orc & leshy)
- Remaster: Added Character Creation Remastered section. No new rules; adapted from the existing Remaster transition page.
- Character Sheets
- Player Rewards
- Boons
- Added that players cannot sell Boons
- Added default rules on how many times players can acquire an individual Boon
- Boons That Unlock Over Time: Added section
- Boons
- Retired Rewards: Remaster: Revised note on Pathfinder Training removal
- Game Master Basics: Updated text on accessible Chronicles to match existing language in After the Adventure
5.06 -> 5.07 - 19 December 2023
- Pathfinder 2e Remaster: Remaster: Removed seven spellhearts from the Withdrawn Items list. They are once again available for play.
- Throughout the Guide
- Remaster: Updated existing rulebook citations on the following pages:
- Getting Started: Community Standards and Expectations
- Players: Player Basics, Character Creation, Characters With Disabilities, Spellcasting Service Costs, Playtest Rules
- Game Master: Game Master Basics, Table Variation and Creative Solutions
- Remaster: changed "spell level" to "spell rank" on the following pages:
- Getting Started: Community Standards and Expectations
- Players: Player Basics, Spellcasting Service Costs, Player Rewards
- Remaster: Updated existing rulebook citations on the following pages:
- Player Basics
- Remaster: Added reminder that character options reprinted in Remaster books with the same name must use the Remastered version and treat it as errata
- Remaster: changed "counteract level" to "counteract rank"
- Remaster: changed "negative energy" to "void energy"
- Character Creation
- Remaster: replaced references to ability scores etc. with references to attributes etc.
- Remaster: replaced references to alignment with references to sanctification
- Remaster: removed leshy and orc from list of uncommon ancestries (and added note to explain); they are now common ancestries in the Player Core
- Revised Core Sources ownership text & source list to align with and cite the Character Options page
- Characters With Disabilities
- Remaster: changed "flat-footed" to "off-target"
- Remaster: removed references to spell components
5.05 -> 5.06 - 29 November 2023
- Factions and Reputation
- Revised introduction text (free wayfinder explanation)
- Revised "Boons With No Reputation Requirement" table
- Defined "Pathfinder Society / All Factions" and "Any Faction" for Reputation requirements
- PFS1 Legacy Backgrounds
- Remaster: replace "ability boost" with "attribute boost"
- Remaster: update names of languages and planes
5.04 -> 5.05 - 22 November 2023
- Pathfinder 2e Remaster: Added Citation Style section
- Player Basics
- Highlighted exception (Bargain Hunter) to skills allowed for Downtime Earn Income
- Capitalized terms
- Additional Character Options
- Remaster: Updated Downtime Crafting rules
- Remaster: Updated citations to include Player Core and GM Core
- Converted citations to new style
- Added internal links
- Factions and Reputation
- Updated boons tables to include all listed boons
- Added note that the paizo.com version is official (and text is copied here for convenience)
- Added list of boon groups and the boons sorted into them
- Replaced full text of Heroic Intervention boon. (Prior text was mistakenly a copy of Heroic Inspiration text.)
- Specified Heroic Recall does require spending a Hero Point, as with the other Heroic boons
- Retired Rewards: Remaster: Moved Pathfinder Schools rules to Retired Rewards for reference for pre-Remaster PCs
5.03 -> 5.04 - 17 November 2023
- Introduction: Remaster: Added links to Remastered pregens
- Pathfinder 2e Remaster
- Remaster: Added section explaining the "further revisions might be needed" symbol
- Remaster: Specified that pregens do get Pathfinder Provisions
- Player Basics: Remaster: Specified that pregens do get Pathfinder Provisions
- Character Creation: Remaster: Removed restriction that half-orcs and half-elves must be half-human. This is replaced by the new versatile heritages aiuvarin (formerly half-elf) and dromaar (formerly half-orc), which can be applied to any ancestry.
- Additional Character Options: Rephrased Hirelings and Downtime
- Tagged sections "might still need further revisions" on The World of Golarion, Character Creation, Additional Character Options, Spellcasting Service Costs
5.02 -> 5.03 - 15 November 2023
- Player Basics: Remaster: Replaced "Starting Consumables" with "Pathfinder Provisions"
- Character Creation
- Restored ratfolk and tengu as always available (Step 3) with source ownership.
- Remaster: Removed PFS Schools training reference (will move to Retired Options or similar)
- Remaster: Add to Step 7: all PFS PCs get free training in PFS Lore
- Remaster: Replaced 'Player Characters cannot be evil' with 'Player Characters cannot be sanctified unholy' (Step 10)
- Edited & re-sorted headings under Step 10
- Additional Character Options: Remaster: Removed PFS Schools training & consumables
- Factions and Reputation: Restored active Boons list
5.01 -> 5.02 - 13 November 2023
- Rebuilt Guide on new site
- Added Pathfinder Remaster page
- Added Series 2 Quests rewards info & streamlined Typical Rewards info
- Removed list of active Boons
- Campaign Leadership: Removed Linda Zayas-Palmer
5.01
- Campaign Leadership:
- Removed Tonya Woldridge
- Corrected missing hyphen in Linda Zayas-Palmer's name
- Changed Linda Zayas-Palmer's title to Development Manager (Narrative Team)
- Replaced Mike Kimmel with Josh Foster and Shay Snow as Pathfinder Society Developers
- Player Basics: Clarified language on formula availability
- Character Creation: Added sanctioning for Adventure Conversions to other systems
- Additional Adventures: Added the previous Voluntary Flaw language to Character Creation as an option for PCs
Version 4
4.02 -> 4.03 - 13 October 2022
- Player Basics: Clarified and expanded rules for PCs requesting Negative Healing options.
4.01 -> 4.02 - 6 October 2022
- Player Basics
- Clarified Language regarding Pawns
- Added rules for using boons to clear conditions
- Fxed a broken table format
- Clarified language for Critical Success on Downtime
- Game Master Basics: Clarified language on issuing Chronicles
- Additional Adventures: Added rules for running Adventure conversions officially released in other RPG systems in those systems for PF2 credit
- Event Coordinator: Work begun on event coordinator page
4.00 -> 4.01 - 12 September 2022
- Welcome to Pathfinder Society:
- Updated language to make it more new reader friendly
- Added some additional details on My Organized Play
- Character Creation
- Moved text here from the Character Options page to slim down that page
- Clarified that PFS characters are not limited to the 9 regional languages listed on page 432 of the Core Rulebook
- Game Master Basics
- Clarified instructions on issuing Chronicles
- Clarified that modifying Chronicles for accessibility is allowed and encouraged
3.03 -> 4.00 - 2 August 2022
- Community Standards and Expectations: Updated the No PVP rules to account for new sources of area effect damage in the Dark Archive.
- Character Creation: Added additional clarification that first level lore provided by schools replaces the default Bonus Lore provided by membership in the Pathfinder society
- Additional Character Options
- Clarified how Slow Speed interacts with Downtime
- Clarified how Hirelings affect Downtime
- Clarified that characters can take starting consumables from lower levels if they want to
- Player Rewards: Updated Promotional boons to match the new boons on the Paizo Perks Web site
- Factions and Reputation: Added the 6 factions' "Admired" boons
- Legacy Backgrounds: Added the new Shattered Sanctuaries backgrounds
- GM Basics
- Fixed an error in TB table; propagated all rows to lookup style
- Added instructions for how many XP scenarios give
- GM Rewards: Updated the 5 Glyph GM requirements to explain the Glyph tag
- Dealing with the Unexpected: Updated the "Player forced to leave a table early" section to clarify that a player leaving early cannot earn *more* XP than they would have stayed by playing to the end of a scenario.
Version 3
3.02 -> 3.03 - 5 May 2022
- Community Standards and Expectations
- Fixed out of date sentence implying that engaging in PvP awards infamy; non-consensual PvP is never allowed
- Updated Campaign Leadership list
- Added rules for free retraining / resale due to errata to Feats, Items, and Spells
- Player Basics: Updated rules regarding how access interacts with Rarity.
- Additional Adventures
- Clarified language regarding bounties and downtime.
- Added reminders regarding Sanctioning Documents and their effects on rules for running adventures.
- (Sanctioning documents *always* override general rules.) This was added specifically to clarify that the Beginner Box can *only* be run with characters built with beginner box rules.
- Added permission (and encouragement) for retroactive credit for adventures that were played before they were sanctioned.
- GM Rewards
- Clarified language for GM Chronicles
- Defined "Qualified Evaluator" for 5 glyph games and added the ability for RVCs to authorize additional Qualified Evaluators if needed
3.01 -> 3.02 - 13 January 2022
- Player Basics: Updated the Spells purchasing guideline per most recent FAQ
- Character Creation: Modified language access for PCs
3.00 -> 3.01
- Game Master Basics
- Updated release schedule description
- Specified Level Bumps apply to PC companions
- Additional Adventures
- Added: When playing an adventure using a PFS character, the Chronicle *must* be assigned to that character
- Some early adventures have had their rewards revised to bring them better in line with other similar products
- GM Rewards: Clarified GM Chronicle rewards
2.00 -> 3.00
- Main Page
- added Additional Character Options under Players
- added Additional Adventures under Game Masters
- Welcome to Pathfinder Society: Added link to Paizo Organized Play forums
- The World of Golarion: Added image of wayfinder
- Player Basics
- Major Changes
- Relocated rules related to Schools, Advancement speed, and Expanded Downtime. These rules are now optional, and players can choose to engage with them or not engage with them. As such, they are no longer "Basic" rules, and have been moved to Additional Character Options. Characters with no school connection gain Pathfinder Society Lore as a Trained Lore, do not gain a bonus feat at 5th level, and receive only the default healing potion option for starting consumables. Characters who do not specify an advancement speed on sign in use standard advancement speed. Characters not using Expanded Downtime can chose to roll on the relevant table under Downtime and receive that much gold. If they chose not to roll, they receive nothing.
- Relocated rules related to Factions. These rules are now optional, and players can choose to engage with them or not engage with them. As such, they are no longer "Basic" rules, and all rules relating to Factions and reputation have been moved to the (renamed) Factions and Reputation Appendix (formerly Reputation Boons). Added spells to Purchasing Guidelines.
- Added spellcasting services for Condition Removal to Purchasing Guidelines and added Spellcasting Services Cost Appendix.
- Minor Changes
- Updated "Character Options" references to point to the Character Options Document instead of the blog
- Moved detailed rules for non society adventures to separate Additional Adventures Appendix
- Cleaned up language on Faction Scenario Tag and on not reporting replays for no credit (under Legal Table Size)
- Clarified language on treasure bundles to make clear that 8 treasure bundles is the amount a scenario is expected to grant, the 9th and 10th treasure bundles are earned through luck or exceptional play
- Clarified language on Permanent Negative effects
- Major Changes
- Character Creation
- Updated "Character Options" references to point to the Character Options Document instead of the blog
- Restored Home Region rules that were accidentally dropped
- Schools Training moved to Additional Character Options
- Additional Character Options: Page created for various optional character mechanics, including: Pathfinder Training, Advancement Speed, Factions and Reputation, Downtime
- Reputation Boons: Renamed "Factions and Reputation"
- Game Master Basics
- Major Changes
- Clarified Treasure bundle language to make it clear that 8 Treasure bundles is the expected reward for most scenarios with up to two additional treasure bundles that can be acquired through luck or exceptional play
- Converted the treasure table chart to reduce the GM's need to do math
- Minor Changes
- Moved Downtime to Additional Character Options
- Major Changes
- Additional Adventures: Page created to host rules for running Sanctioned Adventures. Sections include Sanctioned Adventures, Modes of Play, Character Types, Sanctioning Documents
Event Organizer Basics
An Event Organizer is someone who organizes Paizo Organized Play events, regardless of the size. You can be both a Game Master (GM) and an Event Organizer at an event.
Who Can be an Event Organizer
An Event Organizer can be any Venture-Officer (VO) or GM. Depending on the event, the Event Organizer might be a table GM (as at a home or store game), a Venture-Captain (as at major conventions), or others.
Your Duties as an Event Organizer
As an Event Organizer, you have the following duties:
- Communicate with your local Venture-Officer network.
- Schedule games and communicate about the event with prospective players.
- Organize GMs and register players.
- Provide a welcoming environment for players.
- Arrange for player tools to be present.
- Ensure reporting is complete for all games.
How to Create an Event
When an event is ready to be created, whether for a convention or a home game, log into paizo.com and navigate to 'Organized Play' under 'My Account.' Click 'Create an Event' or the 'GM/Event Coordinator' tab.
Midway down the page, click the 'Create Your Event' button. Click edit next to the 'Description,' 'Details,' 'Player Requirements,' 'Location,' and 'Schedule' to fill out the information about your event. Please try to include as much specific information as you can about your event. To include additional reporters, enter the person's Paizo Organized Play ID in the Delegated Reporters section.
Once completed, make sure to click the 'Save Changes' button.