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Remaster Notice

Pathfinder Remaster

The Guide to Organized Play will continue to be revised as we work to bring campaign rules in line with the Remaster.

  • Visit this Guide page for information on converting characters and adventures to the Remaster rules.
  • Follow this forum thread for update notifications and to report any issues.

Full Guide

Pathfinder Society Guide to Organized Play

Single Page Layout
Current Version: 5.12
30 April 2024

Greetings, Pathfinder!

Welcome to the Guide to Organized Play for 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, a single page, or a downloadable PDF (pending).

Resources

  • FAQ / Errata updates and revisions to Pathfinder (2e) rulebooks
    • includes Remaster updates to PF2 Legacy (pre-Remaster) books

Recent Changes

full change log

  • 30 April 2024v5.12
    • 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

  • 28 February 2024v5.10
    • 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      • Added anarchic and axiomatic weapon property runes to the Withdrawn Items list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 Remaster
    • 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; costs and mechanics largely unchanged
      • Remaster: Specified counteract checks in purchased spell castings automatically succeed

Rules & Policies Outside the Guide


See you on the Open Road! Explore, Report, Cooperate!



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

Work in Progress

The Guide to Organized Play will continue to be revised as we work to bring campaign rules in line with the Remaster. Thank you for your patience throughout the process. As we find sections of the Guide which might still need further revisions, we will mark them with the following symbol (which links to this page):

Remaster: this section might need updates icon

General Guidance

Game Rules

  1. Players and GMs must use the remastered rules of the game immediately where possible.
    1. Example: Recall Knowledge has been updated with additional guidelines. These take effect immediately at all PFS tables.
    2. Example: The Refocus activity and the focus spell rules have been updated to be more intuitive. All characters immediately begin using these rules.
    3. Example: Monster abilities such as Grab are no longer automatic, but allow a free skill check to attempt the action. GMs immediately begin using this new version of the rules.

Character Options

  1. 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.
    1. This affects the following classes: bard, cleric, druid, fighter, ranger, rogue, witch, wizard.
    2. Characters with at least 1 game reported prior to November 15 may be built using the Core Rulebook chassis.
    3. 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.
  2. 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.
    1. Example: divine lance has been reprinted with new Remaster-compatible rules. All PCs with divine lance must update the spell accordingly.
  3. 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.
    1. Example: the brooch of shielding has not been reprinted. Characters may still purchase and use a brooch of shielding.
    2. 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.
    3. Example: the oracle class has not yet been remastered. Players may still build and play oracles using the rules in the Pathfinder Advanced Player’s Guide.
        1. An oracle who learns divine lance must still use the remastered version of the spell.

Specific Rules

  1. Alignment: Alignment has been removed from the game. PCs and NPCs no longer have alignment.
    1. 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.
    2. 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.
      1. 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.
    3. Until a full list of deity sanctifications is published, any deity without published sanctification is treated as “can sanctify to holy.” Any champion may select any of the three Causes of Good from the Core Rulebook (Paladin, Liberator or Redeemer) regardless of deity.
  2. Spell Schools: Spell schools have been removed from the game. “Illusion” remains as a trait, but not a spell school.
    1. Any previous item or ability which relies on the existence of spell schools to function (such as the staff of transmutation) 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.
  3. Ancestries & Heritages
    1. 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.
    2. 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:
      1. Dwarven Weapon Cunning (CRB 37)
      2. Elven Weapon Elegance (CRB 41)
      3. Gnome Weapon Innovator (CRB 45)
      4. Goblin Weapon Frenzy (CRB 49)
      5. Halfling Weapon Trickster (CRB 53)
      6. Orc Weapon Carnage (half-orc feat, CRB 59)
    3. 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.
  4. Items
    1. 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.
  5. Wizards
    1. 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.
      1. 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.
    2. 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.
    3. On November 15, 2023, the Runelord boon will be removed from the Achievement Points store. No new Runelords may be created after this date until/unless the archetype is reprinted.
  6. Campaign-Specific Rules and Clarifications
    1. Pathfinder Society characters may not be sanctified to unholy. This is the spiritual successor to the previous rule forbidding PCs of evil alignment.

Rebuilding

  1. On November 15, 2023, all characters with at least one game reported are granted one free rebuild. This is a full rebuild; you may completely alter a character’s ancestry, class, background, and any options selected. You may not alter the adventures a character has participated in, nor may you alter a character’s Reputation earned.
  2. Upon rebuilding, your character starts with gold equal based on the Table Rebuild Starting Gold (below).
    1. Alternatively, a player character may sell any and all currently-held items at purchase price and purchase new items as normal.
    2. 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.
  3. If you use this rebuild, indicate “Remaster Rebuild” on your character’s most recent Chronicle Sheet.
  4. 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.
  5. 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

  1. 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.
  2. The Pathfinder Society has instituted new Pathfinder Provisions to provide all agents with free consumables prior to missions.
    • Pregenerated characters do receive Pathfinder Provisions.
  3. 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

[+]

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:

Reference Tables

Withdrawn Items

Pathfinder Core Rulebook Withdrawn Items

Item PageSolution
Anarchic runeCore Rulebook pg. 583Refund for purchase price
Axiomatic runeCore Rulebook pg. 583Refund for purchase price
Material Component PouchCore Rulebook pg. 290Refund for purchase price
Robe of EyesCore Rulebook pg. 615Refund for purchase price
Staff of AbjurationCore Rulebook pg. 593Refund OR Replace with Staff of Protection (GM Core pg. 280)
Staff of ConjurationCore Rulebook pg. 593Refund OR Replace with Staff of Summoning (GM Core pg. 280)
Staff of DivinationCore Rulebook pg. 593Refund OR Replace with Staff of the Unblinking Eye (GM Core pg. 281)
Staff of EnchantmentCore Rulebook pg. 593Refund OR Replace with Staff of Control (GM Core pg. 279)
Staff of EvocationCore Rulebook pg. 593Refund OR Replace with Staff of Elemental Power (GM Core pg. 279)
Staff of IllusionCore Rulebook pg. 594Refund OR Replace with Staff of Phantasms (GM Core pg. 280)
Staff of NecromancyCore Rulebook pg. 594Refund OR Replace with Staff of the Dead (GM Core pg. 281)
Staff of TransmutationCore Rulebook pg. 594Refund OR Replace with Fluid Form Staff (GM Core pg. 278)

Pathfinder Secrets of Magic Withdrawn Items

Item PageSolution
Auspicious ScepterSecrets of Magic pg. 179Refund for purchase price
Chatterer of FolliesSecrets of Magic pg. 181Refund for purchase price
Codex of Unimpeded SightSecrets of Magic pg. 162Refund for purchase price
Guiding StarSecrets of Magic pg. 185Refund for purchase price
Instructions for Lasting AgonySecrets of Magic pg. 163Refund for purchase price
Potion of Stable FormSecrets of Magic pg. 175Refund for purchase price
Rune of SinSecrets of Magic pg. 165Refund for purchase price
Specialist's RingSecrets of Magic pg. 190Refund for purchase price
Spellbook of Redundant EnchantmentSecrets of Magic pg. 163Refund for purchase price
Warding TabletsSecrets of Magic pg. 163Refund for purchase price

Pathfinder Treasure Vault Withdrawn Items

Item PageSolution
Codex of Destruction and RenewalTreasure Vault pg. 111Refund for purchase price
Courtier's Pillow BookTreasure Vault pg. 112Refund for purchase price
Harrow SpellcardsTreasure Vault pg. 112Refund for purchase price
Mask of the Cursed EyeTreasure Vault pg. 155Refund for purchase price
Spellbreaking runeTreasure Vault pg. 13Refund for purchase price
Undertaker's ManifestTreasure Vault pg. 113Refund for purchase price
Warding PunchTreasure Vault pg. 51Refund for purchase price
Whispering StaffTreasure Vault pg. 105Refund for purchase price

Withdrawn Items from Other Sources

Item PageSolution
Heartripper BladeCrown of the Kobold King pg. 115Refund for purchase price
Star of CynosureDreamers of the Nameless Spires pg. 70Refund for purchase price
Sunflower CenserLost Omens: Impossible Lands pg. 81Refund for purchase price
Talisman CordLost Omens: Pathfinder Society Guide pg. 615Refund for purchase price
Wand of Fey FlamesLost Omens: Grand Bazaar pg. 81Refund 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

Level 1
1 xp17 gp, 8 sp
2 xp20 gp, 6 sp
3 xp23 gp, 4 sp
4 xp26 gp, 2 sp
5 xp29 gp
6 xp31 gp, 8 sp
7 xp34 gp, 6 sp
8 xp37 gp, 4 sp
9 xp40 gp, 2 sp
10 xp43 gp
11 xp45 gp, 8 sp
Level 2
12 xp48 gp, 6 sp
13 xp53 gp
14 xp57 gp, 4 sp
15 xp61 gp, 8 sp
16 xp66 gp, 2 sp
17 xp70 gp, 6 sp
18 xp75 gp
19 xp79 gp, 4 sp
20 xp83 gp, 8 sp
21 xp88 gp, 2 sp
22 xp92 gp, 6 sp
23 xp97 gp
Level 3
24 xp101 gp, 4 sp
25 xp109 gp
26 xp116 gp, 6 sp
27 xp124 gp, 2 sp
28 xp131 gp, 8 sp
29 xp139 gp, 4 sp
30 xp147 gp
31 xp154 gp, 6 sp
32 xp162 gp, 2 sp
33 xp169 gp, 8 sp
34 xp177 gp, 4 sp
35 xp185 gp
Level 4
36 xp192 gp, 6 sp
37 xp205 gp, 4 sp
38 xp218 gp, 2 sp
39 xp231 gp
40 xp243 gp, 8 sp
41 xp256 gp, 6 sp
42 xp269 gp, 4 sp
43 xp282 gp, 2 sp
44 xp295 gp
45 xp307 gp, 8 sp
46 xp320 gp, 6 sp
47 xp333 gp, 4 sp

Level 5
48 xp346 gp, 2 sp
49 xp366 gp, 2 sp
50 xp386 gp, 2 sp
51 xp406 gp, 2 sp
52 xp426 gp, 2 sp
53 xp446 gp, 2 sp
54 xp466 gp, 2 sp
55 xp486 gp, 2 sp
56 xp506 gp, 2 sp
57 xp526 gp, 2 sp
58 xp546 gp, 2 sp
59 xp566 gp, 2 sp
Level 6
60 xp586 gp, 2 sp
61 xp616 gp, 2 sp
62 xp646 gp, 2 sp
63 xp676 gp, 2 sp
64 xp706 gp, 2 sp
65 xp736 gp, 2 sp
66 xp766 gp, 2 sp
67 xp796 gp, 2 sp
68 xp826 gp, 2 sp
69 xp856 gp, 2 sp
70 xp886 gp, 2 sp
71 xp916 gp, 2 sp
Level 7
72 xp946 gp, 2 sp
73 xp990 gp, 2 sp
74 xp1,034 gp, 2 sp
75 xp1,078 gp, 2 sp
76 xp1,122 gp, 2 sp
77 xp1,166 gp, 2 sp
78 xp1,210 gp, 2 sp
79 xp1,254 gp, 2 sp
80 xp1,298 gp, 2 sp
81 xp1,342 gp, 2 sp
82 xp1,386 gp, 2 sp
83 xp1,430 gp, 2 sp
Level 8
84 xp1,474 gp, 2 sp
85 xp1,534 gp, 2 sp
86 xp1,594 gp, 2 sp
87 xp1,654 gp, 2 sp
88 xp1,714 gp, 2 sp
89 xp1,774 gp, 2 sp
90 xp1,834 gp, 2 sp
91 xp1,894 gp, 2 sp
92 xp1,954 gp, 2 sp
93 xp2,014 gp, 2 sp
94 xp2,074 gp, 2 sp
95 xp2,134 gp, 2 sp

Level 9
96 xp2,194 gp, 2 sp
97 xp2,282 gp, 2 sp
98 xp2,370 gp, 2 sp
99 xp2,458 gp, 2 sp
100 xp2,546 gp, 2 sp
101 xp2,634 gp, 2 sp
102 xp2,722 gp, 2 sp
103 xp2,810 gp, 2 sp
104 xp2,898 gp, 2 sp
105 xp2,986 gp, 2 sp
106 xp3,074 gp, 2 sp
107 xp3,162 gp, 2 sp
Level 10
108 xp3,250 gp, 2 sp
109 xp3,370 gp, 2 sp
110 xp3,490 gp, 2 sp
111 xp3,610 gp, 2 sp
112 xp3,730 gp, 2 sp
113 xp3,850 gp, 2 sp
114 xp3,970 gp, 2 sp
115 xp4,090 gp, 2 sp
116 xp4,210 gp, 2 sp
117 xp4,330 gp, 2 sp
118 xp4,450 gp, 2 sp
119 xp4,570 gp, 2 sp
Level 11
120 xp4,690 gp, 2 sp
121 xp4,862 gp, 2 sp
122 xp5,034 gp, 2 sp
123 xp5,206 gp, 2 sp
124 xp5,378 gp, 2 sp
125 xp5,550 gp, 2 sp
126 xp5,722 gp, 2 sp
127 xp5,894 gp, 2 sp
128 xp6,066 gp, 2 sp
129 xp6,238 gp, 2 sp
130 xp6,410 gp, 2 sp
131 xp6,582 gp, 2 sp
Level 12
132 xp6,754 gp, 2 sp
133 xp7,002 gp, 2 sp
134 xp7,250 gp, 2 sp
135 xp7,498 gp, 2 sp
136 xp7,746 gp, 2 sp
137 xp7,994 gp, 2 sp
138 xp8,242 gp, 2 sp
139 xp8,490 gp, 2 sp
140 xp8,738 gp, 2 sp
141 xp8,986 gp, 2 sp
142 xp9,234 gp, 2 sp
143 xp9,482 gp, 2 sp

Level 13
144 xp9,730 gp, 2 sp
145 xp10,106 gp, 2 sp
146 xp10,482 gp, 2 sp
147 xp10,858 gp, 2 sp
148 xp11,234 gp, 2 sp
149 xp11,610 gp, 2 sp
150 xp11,986 gp, 2 sp
151 xp12,362 gp, 2 sp
152 xp12,738 gp, 2 sp
153 xp13,114 gp, 2 sp
154 xp13,490 gp, 2 sp
155 xp13,866 gp, 2 sp
Level 14
156 xp14,242 gp, 2 sp
157 xp14,790 gp, 2 sp
158 xp15,338 gp, 2 sp
159 xp15,886 gp, 2 sp
160 xp16,434 gp, 2 sp
161 xp16,982 gp, 2 sp
162 xp17,530 gp, 2 sp
163 xp18,078 gp, 2 sp
164 xp18,626 gp, 2 sp
165 xp19,174 gp, 2 sp
166 xp19,722 gp, 2 sp
167 xp20,270 gp, 2 sp
Level 15
168 xp20,818 gp, 2 sp
169 xp21,634 gp, 2 sp
170 xp22,450 gp, 2 sp
171 xp23,266 gp, 2 sp
172 xp24,082 gp, 2 sp
173 xp24,898 gp, 2 sp
174 xp25,714 gp, 2 sp
175 xp26,530 gp, 2 sp
176 xp27,346 gp, 2 sp
177 xp28,162 gp, 2 sp
178 xp28,978 gp, 2 sp
179 xp29,794 gp, 2 sp
Level 16
180 xp30,610 gp, 2 sp
181 xp31,850 gp, 2 sp
182 xp33,090 gp, 2 sp
183 xp34,330 gp, 2 sp
184 xp35,570 gp, 2 sp
185 xp36,810 gp, 2 sp
186 xp38,050 gp, 2 sp
187 xp39,290 gp, 2 sp
188 xp40,530 gp, 2 sp
189 xp41,770 gp, 2 sp
190 xp43,010 gp, 2 sp
191 xp44,250 gp, 2 sp

Level 17
192 xp45,490 gp, 2 sp
193 xp47,410 gp, 2 sp
194 xp49,330 gp, 2 sp
195 xp51,250 gp, 2 sp
196 xp53,170 gp, 2 sp
197 xp55,090 gp, 2 sp
198 xp57,010 gp, 2 sp
199 xp58,930 gp, 2 sp
200 xp60,850 gp, 2 sp
201 xp62,770 gp, 2 sp
202 xp64,690 gp, 2 sp
203 xp66,610 gp, 2 sp
Level 18
204 xp68,530 gp, 2 sp
205 xp71,650 gp, 2 sp
206 xp74,770 gp, 2 sp
207 xp77,890 gp, 2 sp
208 xp81,010 gp, 2 sp
209 xp84,130 gp, 2 sp
210 xp87,250 gp, 2 sp
211 xp90,370 gp, 2 sp
212 xp93,490 gp, 2 sp
213 xp96,610 gp, 2 sp
214 xp99,730 gp, 2 sp
215 xp102,850 gp, 2 sp
Level 19
216 xp105,970 gp, 2 sp
217 xp111,290 gp, 2 sp
218 xp116,610 gp, 2 sp
219 xp121,930 gp, 2 sp
220 xp127,250 gp, 2 sp
221 xp132,570 gp, 2 sp
222 xp137,890 gp, 2 sp
223 xp143,210 gp, 2 sp
224 xp148,530 gp, 2 sp
225 xp153,850 gp, 2 sp
226 xp159,170 gp, 2 sp
227 xp164,490 gp, 2 sp
Level 20
228 xp169,810 gp, 2 sp
229 xp177,170 gp, 2 sp
230 xp184,530 gp, 2 sp
231 xp191,890 gp, 2 sp
232 xp199,250 gp, 2 sp
233 xp206,610 gp, 2 sp
234 xp213,970 gp, 2 sp
235 xp221,330 gp, 2 sp
236 xp228,690 gp, 2 sp
237 xp236,050 gp, 2 sp
238 xp243,410 gp, 2 sp
239 xp250,770 gp, 2 sp
240 xp258,130 gp, 2 sp


Remaster Page History

As this page is intended to be temporary & may change rapidly, this summary history is included for reference.

November 2023

December 2023

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


Welcome to Pathfinder Society!

Getting Started

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 a game anywhere it is convenient for the players. This includes in homes, game stores, libraries, conventions, and online, as long as they report the adventure’s results afterward. Reporting earns each participant campaign rewards and player actions can even influence the fate of the Lost Omens setting.

As part of the Organized Play experience, you can take your characters to any Pathfinder Society (second edition) 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 ("GM") change between adventures. The Paizo Organized Play 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 recurring events with a single set of players as you might for a more traditional game setting.

In order to help the Pathfinder Society (second edition) program function smoothly in a shared-world environment, the campaign has some additional rules to ensure a fair and equal experience for all participants—no matter who is playing or running the game. The rest of this guide covers that information.

Besides the Pathfinder Society (second edition) campaign, Paizo Organized Play programs also include the Starfinder Society, the Pathfinder Adventure Card Society, and the Pathfinder Society (first edition) campaigns. Paizo’s Organized Play Team oversees the campaign’s content and program structure, and team members include the Organized Play Manager, Organized Play Managing Developer, Pathfinder Society developers, and the Pathfinder Society design liaison. Volunteers, called Venture-Officers, facilitate the campaign by coordinating the worldwide network of players and GMs.

Register for Organized Play

To ensure you have access to all the tools and benefits available to our players, participants should have 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 ID number online, ask your Event Coordinator for help.

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 Ranks for all Paizo Organized Play programs, your registered characters and their character IDs, and your character Reputation totals. You can create new characters by selecting the desired type at the bottom of the screen or "Edit" an existing character by selecting edit on the right of the screen. In addition, this table displays your Organized Play ID and allows you to download a card you can print and bring with you to events.
  • Sessions: A chronological list of all games you have participated in.
  • GM/Event Coordinator: A list of your earned points, including Achievement Points ("AcP") and GM Table Credits. Additionally, this tab displays a list of all events you are organizing, a button to create new events, and a button to reserve and print Organized Play Cards for new players.
  • Boons: A list of all currently available boons in each Paizo Organized Play program that may be purchased using AcP or earned through play. The Player Rewards appendix contains more details on purchasing and using boons.

If you discover an error in your Sessions list, send an email to pfsreportingerrors@paizo.com. Include the error, any supporting documentation, and the correction.

Community Code of Conduct

All participants in Organized Play must adhere to the Paizo Organized Play Code of Conduct and the PFS Community Standards—thoroughly read through these and uphold them at all Organized Play events and sessions.

Characters

Next, you need a character to play. You can either use a pregenerated character or create your own character.

Using a Pregenerated Character

If you don’t have time to create a new character or want to try out a new character class, you can use a pregenerated character ("pregen") based on the Pathfinder iconic characters. A player can choose any of the pregen characters without owning the associated rule books or sources. You can download the pregen character sheets for free from Paizo, Community Use Package: PF2E Iconics Pregenerated Characters, or request them from your local Event Coordinator. More information on using pregenerated characters can be found in Player Basics: Before the Adventure.

Using Your Own Character

If you have the time and know what you want to play, you can build your character following the rules in the Character Creation appendix.

After you are done building your character, register them by going to your Organized Play account, signing in, and clicking on the “Register a New Pathfinder Society (second edition) Character.”

Where can I find a game?

Each community uses its 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.

The World of Golarion

The world of Pathfinder and of Pathfinder Society is a world called Golarion. The Age of Lost Omens below provides a basic introduction to the setting; you can learn more about Golarion from Chapter 8 of the Pathfinder Core Rulebook, from the Lost Omens line of setting books, and from the Pathfinder Wiki.

The Age Of Lost Omens

Ten thousand years ago, the world of Golarion came close to ending. Earthfall, as this extinction-level event came to be known, saw the world pummeled by a shower of falling stars that sank continents, hollowed out new seas, and destroyed civilizations. It took centuries for the world to recover, and centuries more for society to rebuild, but recover it did.

Dwarves ascended to the surface from the underground reaches of the Darklands in their legendary Quest for Sky, elves returned from the neighboring planet of Castrovel via a network of portals to reclaim their lands and traditions, and gnomes from the mysterious First World sought shelter from a now-forgotten terror. Survivors from other ancestries who had sheltered through the terror and destruction of Earthfall emerged during the Age of Darkness to reclaim their ancestral lands, from scrappy goblin tribes with a knack for surviving despite all odds against them to industrious halflings who emerged from the ruins to found societies of their own.

But humanity made the most astounding recovery. Less than 2,000 years after the near-extinction from Earthfall, the Age of Destiny saw the rise of many new human empires throughout the world. Humanity built wondrous structures, and its schools relearned magic that had been thought lost. Among these human nations walked a man named Aroden—an immortal survivor of the devastation of Earthfall. Aroden had long since cultivated a following of loyal subjects who regarded him with awe, for immortality was but one of the wonders he’d achieved. Greatest among these was his discovery of a shard of potent magic known today as the Starstone, a fragment from the stars that fell during Earthfall, which had lodged at the bottom of the Inner Sea. Contact with this alien artifact assailed Aroden with phantasmagoric visions, subjected him to a series of deadly martial trials, and posed exhausting moral quandaries that challenged his limits more than any of the arduous experiences he had yet endured. He emerged from this test a living god, and his first divine act was to raise the Starstone and the mass of land on which it had lain from the bottom of the sea to form the Isle of Kortos—also known as Starstone Isle—where he then established the city of Absalom.

In the centuries to follow, Absalom grew into one of the largest cities in the world, and Aroden’s legacy grew alongside it. As the millennia passed, his attentions increasingly turned away from the concerns of the Inner Sea’s inhabitants to otherworldly matters beyond mortal ken, but prophecy spoke of a time when he would return to Golarion and lead humanity triumphantly into an Age of Glory. As the time of Aroden’s return drew near, entire nations undertook monumental preparations to welcome him back to Golarion.

But instead, Aroden died, and with him the reliability of prophecy as well. Golarion was wracked by storms, war, and supernatural devastation as the god’s death marked the beginning of a new age—a time of uncertainty, but also a time of opportunity. This is the Age of Lost Omens, an age in need of heroes like never before.

—Pathfinder Core Rulebook 417

What Is The Pathfinder Society?

Your character is a member of an in-game organization known as the Pathfinder Society. Pathfinder agents are adventurers who travel throughout the world, exploring new places and chronicling both history and modern lore. The most significant and exciting Pathfinder missions earn a spot in the Pathfinder Chronicles, an ongoing series of journals that are copied and spread far and wide to share the Society’s discoveries with the world. Pathfinders agents come from all over the world and from all walks of life; anyone willing to work together with other agents to pursue the Society’s aims is welcome to try to join the organization. Together, these tenets are captured in the Pathfinder motto:
“Explore, report, cooperate.”

More information on the Pathfinder Society and its role in Golarion can be found in Pathfinder Lost Omens: Pathfinder Society Guide. However, some of the more relevant details are summarized below.

Training Remaster: this section might need updates icon

Although drawn from diverse backgrounds and regions, the vast majority of Pathfinders start their careers by traveling to the Society’s headquarters, the Grand Lodge, to receive training. There they undergo approximately 3 years of training, in the process learning the key skills they need to survive on the road, explore dangerous sites, and understand their discoveries. The deans of the Society’s three schools oversee this training, each promoting particular techniques tied to their respective schools: the Scrolls, Spells, and Swords. Kreighton Shaine is the Master of Scrolls, who instructs his pupils in history, languages, sciences, and academic esoterica. Sorrina Westyr is the Master of Spells, who lectures on magical basics, overcoming supernatural hazards, and the proper handling of artifacts. And finally, Marcos Farabellus is the Master of Swords, who guides initiates through endurance drills, teaches the finer arts of infiltration, and ensures each Pathfinder has enough combat training to stay safe in dangerous lands. Newly appointed Head Initiate Janira Gavix helps trainees thrive during their education and during their first few years as full agents.

A rare few Pathfinders skip the usual training process, having already distinguished themselves in some way that proves that they have what it takes to be a Pathfinder. These agents receive field commissions, which allow them to engage in a far shorter training process. Field commissioned agents have fewer responsibilities back at the Grand Lodge, but they also tend to receive less material support from the Pathfinder Society than agents who built connections there during their years of practice and study.

Once an agent has completed their training, they have the freedom to travel the world and seek out places to explore.

Leadership

Most Pathfinder missions are assigned by a group of leaders known as Venture-Captains. Venture-Captains typically spend a lot less time in the field than adventuring agents, instead spending their time managing a lodge. In the process, Venture-Captains watch for leads for suitable missions, handle logistics and paperwork, and scout out nearby Pathfinders who might be interested in the adventure opportunities they have to offer.

At the top of the Pathfinder Society’s hierarchy are the Decemvirate, also known as the Ten. Most of the members of The Ten hide their identities behind magical masks, but recent rumors indicate that one of the Ten has decided to go public with her identity.

Symbols

The official symbol of the Pathfinder Society is the Glyph of the Open Road, a symbol depicting a stylized intersection of two roads under a star. Most Pathfinders carry a special type of magical compass known as a wayfinder; because these compasses are hard to find outside of the Society, they serve as badges of membership.

Factions

Factions have existed within the Pathfinder Society for centuries. However, their history is fraught with controversy, particularly when past factions clashed for control over the Society itself or acted as proxies for various nations’ political aspirations. Following more than a decade of turmoil, growth, and housecleaning, the Society’s current factions are dedicated to promoting different elements of the Pathfinder Society’s charter rather than pushing outside ambitions. Society agents understand that their allegiance is to the Pathfinder Society first.

The factions are divided into major factions and minor factions. A major faction ties very strongly and directly into the Society’s goals—such as emphasizing exploration or research—and has a large number of members within the Pathfinder Society. Minor Factions have a smaller profile, a more niche goal, have aims that are more tangential to the Society’s mission, or are tied to a shorter-term objective. Every season will have one or more Scenarios tied to a given major faction’s goals. Minor factions may also have scenarios tied to their goals, but it may not happen every season.

Major Factions

Envoys' Alliance: Strength in Community
Envoys' Alliance aims to bolster the Society’s ranks and represent its members, making the Society ever stronger, better trained, and better supported.



Grand Archive: Chronicling the Past
Archaeology is a destructive science, and adventurers tend to be more destructive than most. If the Society is to uphold its mandate to study and preserve the past, then documentation and academic rigor are key.



Horizon Hunters: Glory Lies Over the Horizon
The Horizon Hunters faction is home to those who carry on the proud tradition of ascending the highest peaks, plumbing the darkest depths, and seeing what lies over the next hill.



Vigilant Seal: Protect, Contain, Destroy
Members of the Vigilant Seal seek to ensure that ancient evils uncovered during their expeditions are properly dealt with—they protect ancient sites, contain possible threats, and destroy dangerous evils that can’t be safely contained.


Minor Factions

Radiant Oath: A Light in the Shadows
Those who join the Radiant Oath swear simple vows to assist others, expanding on these promises the more they serve the faction.



Verdant Wheel: Truth Sprouts from the Ashes
Nature enthusiasts of all stripes—from grizzled trackers to bright-eyed ecologists to tenacious druids—gravitate to the Society for opportunities to witness natural wonders, catalog new species, and better protect the world’s pristine realms.

Community Standards and Expectations

In addition to the Community Standards laid out in the Paizo Organized Play Code of Conduct, the following rules govern Pathfinder Society Organized Play.

Acceptable Content

Pathfinder Society games use the Pathfinder Baseline GMC pg. 7, CRB pg. 486GM Core page 7
Core Rulebook page 486
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. Circumstances, such as venue restrictions, table composition or player needs, can require additional adjustments to the baseline. GMs are empowered 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
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to provide the best gaming experience possible.

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 Coordinators. Participants caught cheating will be barred from Pathfinder Society 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

Pathfinder Society uses a combination of character sheets, Chronicles, and record trackers to chart character progression. GMs and Event Coordinators rely on these documents to keep the campaign 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 Pathfinder Society 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 of the Pathfinder Society, engaging in non-consensual character-versus-character conflict is prohibited. While accidental friendly fire happens due to missed attack rolls or other factors, players must obtain the consent of other players before taking an action that would include another PC 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 PC or an area that includes them, throwing a splash weapon that would deal splash damage to another PC, or moving closer to another PC while surrounded by a harmful emanation in a way that exposes them to its effects. 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 Pathfinder.

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 table GM or Event Coordinator to advise their local venture-officers of the situation. The GM or event coordinator must advise the player of the report and provide the player with the Venture-Officer contact information, so that the player may present their side of the issue to the Venture-Officer. Rules infringements will be kept on file, as continued violations will result in suspension of Organized Play membership.

Rules Variations

From time to time, players might encounter different rules sources with minor variations in the rules. In general, the most current printing of the English version of the rulebook in question should be treated as the definitive source. In the case of the this guide the most current printing is the English version on this web page.

Campaign Leadership

The rules of the campaign reside in this guide and the Character Options page. As the campaign develops, additional rulings might be needed. These rules will be published via the paizo.com forums or blogs and from there be compiled into the program documentation listed above. The people with the authority to issue rulings for the Pathfinder (Second Edition) Society campaign are:

  • Alex Speidel (Organized Play Coordinator),
  • Shay Snow (Pathfinder Society Developer), and
  • Josh Foster (Pathfinder Society Developer).

Clarifications from other campaigns and their campaign managers do not apply to the Pathfinder (Second Edition) Society Organized Play campaign unless confirmed by one of the above individuals.

Rules Changes

The Pathfinder roleplaying game is a living game, and sometimes game elements change over the course of a PC’s career. The Achievement Point system allows you to purchase rebuilding options for your characters. If the rule change is egregious, Campaign Leadership may choose to issue other methods of character rebuilding characters or adjusting characters to accommodate the new rules.

Feats: If a feat changes or is removed from the Character Options page, you can replace the feat (and any subsequent feats that depend on it) 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 Weapon Focus 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.

Errata: Changes to rules via errata go into effect at the next game played by the character.

Playtest: For information on rebuilding characters affected by changes between playtests and final rules visit the Pathfinder Society blog for each associated playtest.

Effects on Scenarios: If an errata or clarification changes how an ability works in a scenario, follow the current rules. If that means that the ability no longer works with how the NPCs tactics are written, modify the tactics as best you can to incorporate the changes.

Timing: 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.



Player Basics

Player-Created Characters

Pathfinder Society characters use the standard process PC pg. 17, CRB pg. 19Player Core page 17
Core Rulebook page 19
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with a few additional campaign-specific rules and benefits. Characters start at first level unless they have Boons to modify their starting level. The Character Creation appendix contains step-by-step instructions to help you create your own Pathfinder Society character and outlines the campaign’s additional character creation steps. Follow the instructions carefully to ensure your character is suitable for the Organized Play campaign.

Remember to register your character at paizo.com !

Character Options: All of the ancestries, backgrounds, and classes from the Core Rulebook or Player Core are available to you when creating a character. Remember that if a character option is reprinted in the Player Core (or any other Remaster book) with the same name, you must use the new version as if it were errata.

You might need to spend Achievement Points to access some ancestries and options from other books before you can use them in Organized Play. You must still meet the resource ownership requirements. More information on approved resources and ownership requirements is on the Pathfinder Society Character Options page .

Rarity: 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
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Access: Players can access uncommon or rare options via access methods built into the campaign. If you satisfy the access condition specified in that option, then that option is freely available to you, and you can purchase it or take it at character level up/creation, but it does not become common. Pathfinder Society characters are enrolled members of the Pathfinder Society organization in the world of Golarion, so they gain access to all options requiring membership in the Pathfinder Society.

The Character Options page has more details on how to access uncommon and rare character options.

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

Void Energy Healing

The Pathfinder Society supports its new undead and undead-adjacent recruits with suitable 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 may receive an oil of unlife GMC pg. 258, APG pg. 258GM Core page 258
Advanced Player's Guide page 258
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or harm spell PC pg. 334, CRB pg. 343Player Core page 334
Core Rulebook page 343
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of an equal spell rank instead. The player must make this request at the time the healing is supplied. Requesting an oil of unlife in this fashion does not require the player to own the Advanced Player's Guide, but they must provide the rules either from that book or from the Pathfinder source reference document (paizo.com/prd). Treasure found during the adventure and gifts from NPCs not affiliated with the Society are unaffected.

Rebuilding Your Character

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 your character completely. This counts as building the character for boons that apply when you build a character. The character retains their Reputation earned and character number.

Once you begin a session as a second level character, you still have options for changing your character’s choices through Achievement Point purchases or Retraining.

You cannot use Rebuilding or Retraining to build a character that could not be built without using either of those two tools.

Deity Death: A number of deities will die 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 automatically receives a free rebuild, which does not expire.

Note that the Core 20 deity who will die no longer provides mechanical benefits as of 1 August 2024 (see the announcement ). Other deities who die during the War of Immortals event will no longer provide mechanical benefits as of 1 January 2025.

Purchasing Guidelines

You can always purchase the following items so long as you’re in a settlement of at least 5,000 residents (and scenarios might sometimes provide additional allowances or limitations):

  • Any common equipment in sanctioned Pathfinder content with an item level less than or equal to your character’s level (minimum 2).
  • Any uncommon equipment in sanctioned Pathfinder content with an item level less than or equal to your character’s level (minimum 2); your character must have access to this uncommon equipment.
  • Any equipment listed on your character’s adventure Chronicles with an item level less than or equal to your character’s level + 2. Weapons and Armor found on Chronicles can be upgraded following the normal rules for upgrading.
  • Any item or service purchased with Achievement Points.

Your character has access to any item listed on one of their Chronicles. You must still follow the normal rules for resource ownership (see the Character Options page ).

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 stipulated in the listing for the precious material in question.

Infamy can reduce the character’s effective level when purchasing equipment.

Spells

Any prepared spellcaster can use the Learn a Spell activity to learn any common spells or other spells they have access to from tutors at the Grand Lodge. 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 scroll 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.

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. Costs for spellcasting services can be found in the Spellcasting Service Costs Appendix, and GMs are required to use these costs unless the scenario specifies otherwise.

No PC to PC Exchanges

In Pathfinder Society play, you can never permanently transfer items or gold between PCs, but you may allow another PC to borrow items for the duration of an adventure. Borrowed items are returned at the end of the scenario in whatever condition they are in at the end of the scenario. 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 gold for removing afflictions.

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 considered 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.

Selling Back Equipment

Equipment can only be sold back for 1/2 the gold spent to buy it. 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 consumed items cannot be sold back. Rebuild boons stating kit values are an exception to the ½ price resale rule.

Applying and Transferring Runes

The Society has a specialist at the Grand Lodge who can apply or swap out runes for agents of the Pathfinder Society 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.

Adventures

There are two types of adventures written for the Pathfinder Society campaign.

  • Pathfinder Society Quests: These are short adventures written for Pathfinder Society and intended to take about 1 hour to play.
  • Pathfinder Society Scenarios: These are the most common adventure type written for Pathfinder Society, and they typically take about 4–5 hours to complete.

Rules for additional types of adventures can be found in the Additional Adventures Appendix.

Scenario Tags

Tags are markers that appear both on a scenario’s product page and on its title page. Tags give key information about the scenario’s contents.

  • 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 may grant additional reputation with a Faction
  • Glyph: Scenarios with this tag contribute to the 5 Glyph requirement.
  • Metaplot: This adventure contributes to the season’s ongoing storyline.
  • Repeatable: Players and GMs may receive credit for scenarios with this tag an unlimited number of times, though characters can still only receive credit once for a given scenario.

Levels

Pathfinder Society adventures are designed for characters of various levels playing together. The range of levels supported by an adventure appears on the cover. The difficulty of the adventure scales based on the character levels and is calculated using the challenge point system.

Table Minimums: Pathfinder Society adventures are written for four (or more) players. However, in cases where you simply cannot seat four players, the GM can make the following adjustments.

  • Adventures with a Minimum level of 5 or lower: For these adventures, the GM can run a table of two or three players and can add additional pregenerated iconic characters of the appropriate level in order to meet the minimum table size of four PCs.

    The GM can either play these characters themselves or deputize one or more players to run them, provided the player agrees to do so and feels capable of running an additional character.

Pregenerated iconic characters are available for 1st level, 3rd level, and 5th level.

  • Adventures with a minimum level of 7 or higher: These adventures can be run with only 3 players, but only 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.
  • 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.

Reporting: GMs do not record or report organized play numbers for players replaying for no credit.

Table Maximums: Tables cannot have seven or more players. If seven players show up to an event and there is more table space, see if one of the players can GM a game instead.

Before the Adventure

Before the game starts, you will need to choose a character to play. This can be one of your existing characters, or a pregenerated character (also called a "pregen"), but it must fall within the allowed levels for the adventure. If you choose a pregenerated character, you must also choose an existing character of a lower level, a first level character, or a brand new character to assign credit to. (See “Applying Credit” in After the Adventure to learn more about this process.)

The GM will provide you with 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 be able to get Chronicles to you. If you are playing a pregen, then the character number is the number of the character who will receive credit for the adventure. Faction and Advancement Speed are Additional Character Options and can be left blank if you are not choosing to change the default options.

One Character per Adventure

You can have as many active characters as you want in Pathfinder Society. 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 may not be used in another game while the play-by-post game is running.

Replaying Adventures

By default, each player can receive up to two Chronicles for a given adventure: one for playing the adventure and one for running the adventure as the GM. Players can play each adventure once and GM it as many times as they like. GMing an adventure contributes to GM Glyph rewards and earns AcP even when it does not award a Chronicle.

Ways to Replay

There are several ways to replay adventures:

Adventures with the Repeatable tag: Adventures with the Repeatable tag can be played any number of times, with a different character each time. Unlike other adventures, they also grant a Chronicle every time they are GMed.

Granted and Purchased Replays: All players are granted 2 Replays after their first game. Each January 1st, GMs are granted 1 additional Replay for each Glyph they have earned up to that point. Additional replays can be purchased from the AcP Boon Store. Players must have or purchase a Replay prior to completion and reporting of the scenario they are replaying.

Granted and Purchased Replays can only be used on sanctioned content that is scenario-length or shorter. Each granted or purchased Replay allows one replay of an adventure you have already played as though that adventure had the Repeatable tag.

Replaying for no credit: This is only allowed if the alternative is for the table not to play. Players must record any items or resources expended and may be given a blank Chronicle for this purpose. This is an exception to the rule that you cannot assign more than one copy of a single adventure's Chronicle to a given character.

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 a GM should endeavor 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.

During the Adventure

Each adventure typically begins with a briefing, either in the form of a letter, a meeting with a Venture-Captain, or an offer of a job by an employer. Remember, your character is a member of the Pathfinder Society, working with colleagues and friends, under the motto:
“Explore, Report, Cooperate.”

Hero Points: Immediately after that briefing, the GM will distribute initial Hero Points. PC pg. 413, CRB pg. 467Player Core page 413
Core Rulebook page 467
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Some rewards, such as GM Glyphs, Campaign Coins, and Order of the Wayfinder provide the players with extra Hero Points at this time.

Purchasing Equipment: This will also often be the last opportunity your character has to purchase any needed equipment for the adventure.

Pathfinder Provisions

In a Pathfinder Society Scenario, your character also receives consumable provisions from the Pathfinder Society. Pathfinders receive the following healing potions, based on the character’s level at the beginning of the adventure. You can choose a different option from the Pathfinder Provisions table instead of the healing items if you wish. You can choose items from the character's level or any lower level.

If not used by the end of the adventure, the item or items are returned to the character’s contacts.

Note: Pregenerated characters do receive Pathfinder Provisions.

Note: Scrolls marked with an asterisk (*) may be chosen at higher levels, heightened to an appropriate level for the character. For example, a 5th-level character could receive a 3rd-rank scroll of heal.

Table: Pathfinder Provisions

Level Healing Potion Other Items
1-2 minor healing potion (GM Core 259)
minor oil of unlife (GM Core 258)
lesser antidote (GM Core 246)
lesser bravo's brew (GM Core 246)
marvelous miniature (ladder) (GM Core 268)
oil of potency (GM Core 257)
potency crystal (GM Core 266)
silver salve (GM Core 251)

1st-rank scroll of heal* (Player Core 335)
1st-rank scroll of mystic armor (Player Core 346)
1st-rank scroll of runic weapon (Player Core 354)
3-4 lesser healing potion (GM Core 259)
lesser oil of unlife (GM Core 258)
climbing bolt (GM Core 255)
low-grade alloy orb (GM Core 263)
oil of mending (GM Core 257)
oak potion (GM Core 259)

2nd-rank scroll of cleanse affliction* (Player Core 320)
2nd-rank scroll of clear mind* (Player Core 320)
2nd-rank scroll of dispel magic* (Player Core 325)
2nd-rank scroll of resist energy (Player Core 353)
2nd-rank scroll of sound body* (Player Core 357)
2nd-rank scroll of sure footing* (Player Core 361)
5-6 moderate healing potion (GM Core 259)
moderate oil of unlife (GM Core 258)
lesser potion of resistance (your choice of energy; GM Core 260)
moderate antidote (GM Core 246)
potion of leaping (GM Core 260)
salve of antiparalysis (GM Core 258)

3rd-rank scroll of haste (Player Core 335)
3rd-rank scroll of heroism (Player Core 335)
7-8 2x moderate healing potion (GM Core 259)
2x moderate oil of unlife (GM Core 258)
standard-grade alloy orb (GM Core 263)

4th-rank scroll of fly (Player Core 332)
4th-rank scroll of mountain resilience (Player Core 346)
9-10 3x moderate healing potion (GM Core 259)
3x moderate oil of unlife (GM Core 258)
greater antidote (GM Core 246)
greater potency crystal (GM Core 266)
moderate bravo's brew (GM Core 246)
moderate potion of resistance (your choice of energy; GM Core 260)

5th-rank scroll of breath of life (Player Core 319)
5th-rank scroll of howling blizzard (Player Core 335)
11-12 greater healing potion (GM Core 259)
greater oil of unlife (GM Core 258)
exquisite standard-grade alloy orb (GM Core 263)
greater oil of potency (GM Core 257)

6th-rank scroll of truesight (Player Core 364)
13-14 2x greater healing potion (GM Core 259)
2x greater oil of unlife (GM Core 258)
greater potion of resistance (your choice of energy; GM Core 260)
major antidote (GM Core 246)

7th-rank scroll of energy aegis (Player Core 328)
7th-rank scroll of true target (Player Core 364)
15-16 3x greater healing potion (GM Core 259)
3x greater oil of unlife (GM Core 258)
greater bravo's brew (GM Core 246)
high-grade alloy orb (GM Core 263)
major potency crystal (GM Core 266)
truesight potion (GM Core 261)

8th-rank scroll of desiccate (Player Core 323)
8th-rank scroll of divine inspiration (Player Core 325)
17-18 major healing potion (GM Core 259)
major oil of unlife (GM Core 258)
exquisite high-grade alloy orb (GM Core 263)

9th-rank scroll of foresight (Player Core 332)
9th-rank scroll of overwhelming presence (Player Core 347)
19-20 2x major healing potion (GM Core 259)
2x major oil of unlife (GM Core 258)
major oil of potency (GM Core 257)

10th-rank scroll of avatar (Player Core 316)
10th-rank scroll of cataclysm (Player Core 319)
10th-rank scroll of indestructability (Player Core 338)

Treasure

As characters work their way through the adventure, they will discover or earn Treasure Bundles. These are simplified units that represent an even share of the adventure’s rewards. Typically a scenario will award 8 Treasure Bundles, however good luck or clever play can award up to 2 additional Treasure Bundles.

Characters may also find named items of treasure or consumable magic items. These items are available for use during the adventure and often appear as purchasable items on Chronicles.

Infamy

Infamy represents a character’s reputation for performing evil or criminal actions. Some scenarios will call out specific actions that will cause characters one or more PCs to gain Infamy. Additionally the GM may assign Infamy for other evil or criminal acts not called out by the scenario.

Warnings: The GM must warn the Player that their act will incur 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 the PCs effective level by one for purposes of purchasing gear.

If a PC ends a game with 3 or more Infamy, they are ejected from the Pathfinder Society and are no longer viable to play in the Organized Play campaign. The character should 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.

After the Adventure

Negative 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 scenario.

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:

  • Death
  • Permanent negative effects, including polymorph or petrification
  • Permanent curses

Other PCs can use their spells, feats or class abilities to assist characters in recovering from negative effects. They can also contribute consumables or even some of their gold, but they are not required to. Characters can always use gold earned during the adventure to clear conditions and those costs must be deducted on the scenario Chronicle by the GM. Costs for removing conditions can be found in the Spellcasting Service Costs Appendix. GMs should report characters with uncleared conditions as dead.

Players can also use the Second Chance AcP Boon (to clear death) or the Pathfinder Condition Removal AcP boon (to clear all other conditions.) At venues where it is not feasible to purchase these boons immediately after the game, GMs should work with players to ensure that the boon is purchased in as timely a fashion as possible, and not immediately mark the character dead.

Pregenerated Characters: Condition removal applies to pregenerated characters and any unresolved conditions carry over to the Pathfinder Society character receiving credit for the adventure. If the condition would mean the character would be marked dead, then that occurs immediately.

When determining order of payment, players should apply party funds, then Pathfinder Society character resources, then sale of pregenerated character gear. If sold to pay for removing a negative effect, a 1st-level character’s gear is worth 7.5 gold pieces, a 3rd-level character’s gear is worth 37.5 gold pieces, and a 5th-level character’s gear is worth 135 gold pieces.

Ongoing and Permanent Spells

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
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and continual flameCRB pg. 326Core Rulebook page 326
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/ everlight.PC pg. 329Player Core page 329%%%(click to close) A character may 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 crossed off the record.

Reputation

Reputation is a measure of how influential your character is in the Pathfinder Society. You can read the Factions and Reputation page for more about how Reputation works.

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 pieces based on their respective levels. Rather than divide up the magic items unequally, PCs have equal access to any special treasure found, represented by the items listed on the Chronicle. Rules for purchasing these items can be found under Purchasing Guidelines.

Downtime

Between adventures, each character can participate in Downtime activities. 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. For most PCs, Downtime will be spent Earning Income by rolling a Crafting, Performance, or Lore check, and consulting the table below. 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
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).

Players are responsible for rolling and recording their own Downtime activities and results and may choose not to do so if they prefer to simplify play. Alternately, for players seeking more in-depth Downtime, rules for using the entire set of Downtime rules appear in Additional Character Options.


LVL 1-4 EARN INCOME (FOR 8 DAYS)

PC LevelDCFailedTrainedExpert
1-2148 cp4 sp4sp
31516 cp16 sp16 sp
41632 cp24 sp24 sp
5*--40 sp40 sp


LVL 5-8 EARN INCOME (FOR 8 DAYS)

PC LevelDCFailedTrainedExpert
51864 cp40 sp40 sp
6198 sp56 sp64 sp
72016 sp72 sp8 gp
82224 sp12 gp16 gp
9*--16 gp20 gp


LVL 9-12 EARN INCOME (FOR 8 DAYS)

PC LevelDCFailedTrainedExpertMaster
92332 sp16 gp20 gp20 gp
102440 sp20 gp24 gp24 gp
112648 sp24 gp32 gp32 gp
122756 sp32 gp40 gp48 gp
13*--40 gp48 gp64 gp


LVL 1-4 EARN INCOME (FOR 2 DAYS)

PC LevelDCFailedTrainedExpert
1-2142 cp1 sp1sp
3154 cp4 sp4 sp
4168 cp6 sp6 sp
5*--10 sp10 sp


LVL 5-8 EARN INCOME (FOR 2 DAYS)

PC LevelDCFailedTrainedExpert
51816 cp10 sp10 sp
6192 sp14 sp16 sp
7204 sp18 sp2 gp
8226 sp3 gp4 gp
9*--4 gp5 gp


LVL 9-12 EARN INCOME (FOR 2 DAYS)

PC LevelDCFailedTrainedExpertMaster
9238 sp4 gp5 gp5 gp
102410 sp5 gp6 gp6 gp
112612 sp6 gp8 gp8 gp
122714 sp8 gp10 gp12 gp
13*--10 gp12 gp16 gp


  • On a critical success increase your PC level by 1 to determine results, to a minimum level of 3.

Leveling Up

Characters accumulate XP every time they play an adventure. For every 12 XP earned, characters advance 1 level.

This progression is roughly equivalent to the Slow Advancement progression GMC pg. 57, CRB pg. 509GM Core page 57
Core Rulebook page 509
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. Leveling up happens after all other rewards for the scenario are calculated, including Downtime, however characters can still purchase equipment after leveling up. Characters who earned the requisite number of XP must level before joining another game. XP is *NOT* reset to zero after characters level (for example, characters reach level 2 at 12 XP, level 3 at 24 XP, level 4 at 36 XP, and so forth).

Record-Keeping

Organized play characters rely on good record-keeping to ensure accurate information while playing. Several methods of tracking exist, but the most prevalent is the Chronicle. Every Organized Play published or sanctioned adventure contains a Chronicle, though players can choose alternative tracking methods and keep the Chronicles as backup.

Upon completing an adventure, players each receive a Chronicle Sheet from the GM. This sheet includes a summary of the adventure; indications of any choices made along the way which may 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. Players using other tracking methods should ensure all the data on the Chronicle is reflected in their records.

Record Format

Players may choose to keep their records digitally or in paper files. If stored digitally, players must be comfortable with GMs handling their device while reviewing records. If in paper files, all pages must be carried to games.

Applying Credit

Chronicles and their associated information are assigned to the character identified on the registration sheet. Information from the Chronicle applies when the character adds the Chronicle to their record.

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 may be purchased at any time when not playing an adventure, so characters can level up before making purchases, which affects what items are available.

Credit applies immediately except for the following circumstances:

  • Sanctioned Pathfinder Adventures and Adventure Paths: These adventures often grant single Chronicles with 12 or more XP. Characters should apply the XP (and the proportional rewards) in blocks of 4, so that characters may level between applications.

  • Pregenerated Characters: Chronicles assigned to a brand new or 1st-level characters can be applied immediately to the character at 1st level, or held until the level of the Pregen. Chronicles assigned to characters of a level higher than 1st level must be held to the level of the Pregen.

    Pregen Chronicles applied to 1st level characters gain the following limitations:
    • Award Treasure Bundles/Gold as if the earning character was 1st level.
    • Characters do not benefit from any boons or item unlocks until the character reaches the minimum Chronicle level.
    • Downtime applies as to the 1st-level character the Chronicle is applied to.

Chronicles apply 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. Applying credit in batches may advance a character multiple levels. The character’s level cannot exceed the level of any Chronicle applied to them, so any out-of-level Chronicles assigned are lost.

Character Creation

This page details the steps for creating a character for the Pathfinder Society. These steps mirror those in the Pathfinder Player Core and Pathfinder Core Rulebook with a few additional Pathfinder Society-specific rules and benefits.

Character Sheets

There is no standard character sheet format required. The only requirements are that the information be legible, clear, and reviewable by the GM.

A printable Remastered character sheet is available from paizo.com (direct link). For additional information, including legacy Pathfinder Second Edition character sheets, online character building tools, and other reference materials, see the Paizo Pathfinder page .

Resources

Players may use any Paizo published books or supplements they own during character creation, provided the options are valid per the Character Options page . Players who live in the same household may share owned resources.

You are not required to own the Core Sources to use the options in them for the Pathfinder Society campaign, but you must reference the related rules from the official Pathfinder Resource Document . The list of Core Sources posted on the Character Options page is the official version and takes precedence in the case of any conflict with the list below, which is reproduced here for convenience.

The Core Sources are: the Pathfinder Player Core, Pathfinder GM Core, Pathfinder Core Rulebook, Pathfinder Bestiary, and Pathfinder Lost Omens World Guide.

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 the Player Core 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. Once such characters earn 12 XP, they cannot use the version of their class in the Player Core without rebuilding. (Reminder: characters with less than 12 XP can freely rebuild completely.)

To rebuild a character from a pre-Remaster 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

The following steps elaborate and expand on character creation for Pathfinder Society characters. PC pg. 17, CRB pg. 19Player Core page 17
Core Rulebook page 19
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1. Create a Concept

Remember, your character is a member of the Pathfinder Society first and foremost, and as such, your character should 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
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with minor modifications to adapt to the languages of Golarion. In addition to the common ancestries in the Player Core, characters also have access to the following ancestries provide the player owns the corresponding book:


The leshy and orc ancestries are now common ancestries in the Player Core and remain freely available.

The nephilim (formerly aasimar and tiefling) and changeling versatile heritages are uncommon but remain freely available. Nephilim and changeling characters have Access to one additional language (see Languages below).

Uncommon Ancestries

Because 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, the only way to select uncommon or rarer ancestries is with a boon that allows you to create a new character of this ancestry.

Home Region

When you create a character, you can decide where they have come from, including their ethnicity, PC pg. 63, CRB pg. 430Player Core page 63
Core Rulebook page 430
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nationality, and region of origin. PC pg. 31; GMC pg. 146, CRB pg. 420Player Core page 31;
GM Core page 146, Core Rulebook page 420
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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.

Certain Boons, such as Home Region or Multicultural Training, can allow 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 modern regional languages. Pathfinder Society characters are not limited to the 9 regional languages in the "Regional Languages" table. PC pg. 34, CRB pg. 432Player Core page 34
Core Rulebook page 432
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All Pathfinder Society characters begin with one additional regional language.

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 document, players who participated in the Pathfinder Society (first edition) campaign have access to special Pathfinder Society Legacy Backgrounds.

5. Choose A Class

All Pathfinder Society characters begin at 1st level, although some boons allow a character to immediately advance to 2nd or 3rd level at the end of character creation.

6. Finish Attribute Modifiers

The Pathfinder Society follows the standard rules.

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
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Further information on purchasing equipment is in the Purchasing Guidelines.

9. Calculate Modifiers

The Pathfinder Society follows the standard rules.

10. Finishing Details

Age

Characters must be at least young adults to be accepted as members of the Pathfinder Society.

Character Introductions

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.

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.

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 Achievement Points boon allows you to gain membership in an organization and access to its character options.

Religion

When you create a character, you can choose their religion or philosophy. If your character is of a class that directly interacts with the divine, such as a cleric or a champion, you must make this choice at first level as part of gaining your class abilities. However, characters of any class might be allowed certain character options based on the deity they follow. For instance, all followers of Abadar gain access to Abadar’s flawless scale, a magic item considered holy by the faith.

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 & 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.)

Note that some deities, such as Rovagug or Urgathoa, require their followers to be sanctified unholy; as Society characters cannot be sanctified unholy, these deities cannot be worshiped to gain benefits in Society play. Characters can also be agnostic, atheist, or can follow the tenets of philosophies LOGM pg. 94Lost Omens: Gods & Magic page 94
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rather than deities.

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.

If your character reveres multiple deities, then for the purposes of game balance, you choose one deity 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.

Note that a number of deities will die 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 dies, see Rebuilding Your Character.

Pantheons

Characters can also follow pantheons LOGM pg. 92Lost Omens Gods & Magic page 92
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instead of specific deities, in which case they gain the benefits of the pantheon as a whole. Characters in Society play 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

Several characters, such as clerics or champions, must abide by the edicts and anathema of their deity to receive divine powers from that deity. To allow a wide variety of characters in Society play, the rules around edicts and anathema are slightly relaxed. It is generally assumed that all characters can participate in Pathfinder Society adventures without running afoul of their deity’s edicts and anathema—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. For example, Pharasma prohibits robbing tombs, but a cleric of Pharasma can accept a Society mission to retrieve an artifact from a pyramid, confident that the Society has gone through the proper channels to secure the rights to retrieve the artifact.

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. When considering anathema, note that a character must actively and personally commit an anathemic act in Society play to incur consequences with their deity, and is not liable for the actions of their party members. For instance, a champion of Sarenrae could not personally lie to a guard when infiltrating a city, but they do not need to force the party’s rogue to tell the truth (though they might look on disapprovingly).

Remember that edicts and anathema exist to create roleplaying opportunities at the table for your character, and should not be used by the GM to pressure PCs, or by PCs to pressure other members of the table toward specific styles of play.

Representations of Characters

Pathfinder uses maps with a standard 1-inch grid to determine movement and tactical positioning in combat, so 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, represent your character with a digital image. Speak to your GM about their preferred image formats and size requirements.

Additional Character Options

For players looking to customize their characters further, there are some additional options you can consider. All of these are optional, and you can instead use the default options in Player Basics.

Advancement Speed

Players can choose before each adventure to play the scenario on slow advancement speed. This can be useful to hold the character at a level longer so that other players can catch up or just to have more hours of play. Playing an adventure on slow speed earns half the rewards of standard speed, including experience points, Reputation, gold, and Downtime days.

Downtime and Slow Speed

If using the full Downtime rules under Additional Options, you earn half the number of days. If using the abbreviated rule on the Player Basics page, roll on the table and divide the result by 2.

Factions

Before each adventure the PC can chose one of the factions to support. Any Reputation earned for Primary and Secondary success conditions that adventure is applied to that Faction. If no faction is chosen, the character earns reputation with the Horizon Hunters faction. More on Factions and the effects of reputation can be found on the Factions and Reputation Appendix.

Downtime

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.

If a Chronicle is assigned but not immediately applied (see Applying Chronicles), then wait to calculate downtime until the Chronicle is applied.

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 Activities

Earn Income: Earning Income PC pg. 228, CRB pg. 236Player Core page 228
Core Rulebook page 236
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is the most common Downtime activity, though it is the last option to resolve. Complete any Crafting or Retraining before beginning Earn Income checks. Players should check the DCs by Level table GMC pg. 53, CRB pg. 503GM Core page 53
Core Rulebook page 503
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to calculate the Earn Income DC.

Make one check using either the Crafting, Lore, or Performance Skill 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). Some abilities or Boons allow the use of other skill checks (Bargain Hunter, for example). Task Levels for Earn Income checks equal the character's level – 2 (minimum 0), though some Boons allow checks against higher-level tasks. Compare check result to task level on the Income Earned table PC pg. 229, CRB pg. 236Core Rulebook page 236
Player Core page 229
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for the daily earning rate, then multiply that rate by the number of Downtime days used for Earn Income in the Downtime Unit. Checks to Earn Income do not carry beyond the Downtime unit In which the check was made.

Crafting: Rules for crafting equipment appear on pages 236-237 of the Player Core. Use DCs from the DCs by Level table GMC pg. 53, CRB pg. 503GM Core page 53
Core Rulebook page 503
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with the following adjustments:

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 may stop crafting and pay the remainder of the Price required to finish the item at any time.
  • Only one crafting project may be started during a Downtime unit.

Retraining: Using Downtime to Retrain character options PC pg. 440, CRB pg. 481Player Core page 440
Core Rulebook page 481
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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 while still in the process of retraining they can choose options legal for their new build, though the ability is unusable until the retraining is complete. An option being retrained is lost at the time the new option becomes usable.

Characters with Disabilities

All characters have access to the following assistive items regardless of sourcebook ownership:

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 should they be 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 can’t 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 can’t 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 can’t 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 can’t 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.

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.

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.

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)

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.

SpellRank 2Rank 3Rank 4Rank 5Rank 6Rank 7Rank 8Rank 9
dispel magic*7 gp18 gp40 gp80 gp160 gp360 gp720 gp1,800 gp
clear mind,
sound body, or
sure footing**
7 gp18 gp40 gp80 gp160 gp360 gp720 gp1,800 gp
cleanse affliction***- 18 gp40 gp80 gp160 gp360 gp720 gp1,800 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:

LevelAtone*Resurrect**
(intact body)
Resurrect**
(part of body)
Resurrect**
(no body)
Raise Dead***
< 1st50 gp200 gp1,350 gp11,250 gp200 gp
1st70 gp275 gp1,550 gp11,850 gp 400 gp
2nd90 gp350 gp1,750 gp12,450 gp600 gp
3rd110 gp425 gp1,950 gp13,050 gp800 gp
4th130 gp500 gp2,150 gp13,650 gp1,000 gp

LevelAtone*Resurrect**
(intact body)
Resurrect**
(part of body)
Resurrect**
(no body)
Raise Dead***
5th150 gp575 gp2,350 gp14,250 gp1,200 gp
6th170 gp650 gp2,550 gp14,850 gp 1,400 gp
7th190 gp725 gp2,750 gp15,450 gp1,600 gp
8th210 gp800 gp2,950 gp16,050 gp1,800 gp

LevelAtone*Resurrect**
(intact body)
Resurrect**
(part of body)
Resurrect**
(no body)
Raise Dead***
9th460 gp875 gp3,150 gp16,650 gp1,200 gp
10th500 gp950 gp3,350 gp17,250 gp 1,400 gp
11th860 gp1,775 gp3,550 gp17,850 gp1,600 gp
12th920 gp1,900 gp3,750 gp18,450 gp1,800 gp

LevelAtone*Resurrect**
(intact body)
Resurrect**
(part of body)
Resurrect**
(no body)
Raise Dead***
13th1,490 gp3,950 gp19,050 gp5,650 gp
14th1,570 gp4,150 gp19,650 gp 6,050 gp
15th2,400 gp7,200 gp20,250 gp12,900 gp
16th2,500 gp7,500 gp20,850 gp13,700 gp

LevelAtone*Resurrect**
(intact body)
Resurrect**
(part of body)
Resurrect**
(no body)
Raise Dead***
17th4,290 gp21,450 gp29,450 gp
18th4,410 gp22,050 gp 31,050 gp
19thCharacters at this level require Level 10 spell casting to restore
20thCharacters at this level require Level 10 spell casting to restore


*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.

**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 can't be removed or reduced by any means until the week has passed.

Playtest Rules

These are the general rules for Pathfinder Society Playtests. Each playtest may have specific rules; see the playtest announcements for specific rules.

Playtest Period

Each playtest runs for a specified period. Once this period has expired, players can no longer use the options being playtested until their publication in a future Pathfinder product.

Playtest Characters

Playtest options can be accessed by creating a custom character using the rules presented in the playtest document. This character functions as a pregenerated character.

Creating a playtest character: Depending on the tier of the scenario, the player can use a 1st-, 3rd-, or 5th-level character created using the eligible playtest options and the following guidelines:

  • 1st Level: The character can be made using the Character Creation rules PC pg. 17Player Core page 17%%%(click to close) and the Character Creation Appendix of this guide.
  • 3rd Level: This character follows the same rules as above, except that instead of 15 gp starting gold, they can select one 2nd-level and two 1st-level permanent items. In addition, the player can spend up to 25 gp on other available equipment.
  • 5th Level: This character follows the same rules as above, except that instead of 15 gp starting gold, they can select one 4th-level, two 3rd-level, one 2nd-level, and two 1st-level permanent items. In addition, the player can spend up to 50 gp on other available equipment.

    The Guidelines for Treasure for New Characters and Choosing Items GMC pg. 61, CRB pg. 510GM Core page 61
    Core Rulebook page 510
    (click to close)
    apply to these equipment choices.


Credit: Choose which of your characters will receive the credit at the beginning of the adventure. The credit earned for playing a playtest character follows the same rules and guidelines as applying credit for a pregenerated character, presented in the Applying Credit section of the Player Basics page of this Guide.

Boons and Other Character Options: In order for the playtest character to take a character option that would normally require a Boon, that playtest character must have all of their credit assigned to a character number that has purchased that Boon.

GM Opt-In

Because playtest use additional rules elements that some GMs may not be comfortable with, each GM must opt-in for playtest characters to be used at their tables. Please make sure that you consult the GM prior to game!

Current and Past Playtests

This list contains all previous playtests. Make sure to check the dates to see if a playtest is still ongoing.

Battlecry! Playtest

29 April to 21 June 2024
This playtest includes the commander and guardian classes. The character must take a playtest class, and cannot take archetypes.

War of Immortals Playtest

1 September to 2 October 2023
This playtest included the animist and exemplar classes. The character must take a playtest class, and cannot take archetypes.

Kineticist Class Playtest

8 August to 5 September 2022
This playtest included the kineticst class, published in Rage of Elements. The character must take a playtest class, and cannot take archetypes.

Dark Archive Playtest

''20 September to 29 October 2021
This playtest included the psychic and thaumaturge classes. The character must take a playtest class, and cannot take archetypes.

Guns & Gears Playtest

5 January to 5 February 2021
This playtest included the gunslinger and inventor classes. The character must take a playtest class, and cannot take archetypes.

Player Rewards

Boons

Boons are rewards that can be applied to a character. Common types of Boons include Achievement Point (AcP) Boons, Chronicle Boons, or Faction Boons. Boons often have traits that describe how the Boon applies. There are some boon traits that deserve specific mention:

  • Advanced: A Boon with the Advanced trait is typically more powerful than other Boons. Characters may only benefit from one advanced boon during an adventure.
  • Ally: A Boon with the Ally trait sometimes places a Pawn. This does not allow players to bypass the limits on the number of Pawns they can play.

Boons have no cash value. You cannot sell a Boon to another player.

The supplemental materials to this Guide include a list of Achievement Point Boons and retired Boons. Unless otherwise stated, Boons that are no longer available for purchase ("retired") can still be used in play.

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 PC pg. 399, CRB pg. 444Player Core page 399
Core Rulebook page 444
(click to close)
, so the text of an individual Boon takes precedence over the default rules above.

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 (some Boons might require you to GM the adventure rather than play it). 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 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).

Promotional Boons

Promotional Boons reward players who show their support for Paizo Organized Play by bringing and displaying visible merchandise and accessories. The rules for these are summarized here, but are sourced from the Perks page of the Paizo web site. In case of a discrepancy, that page takes precedence.

Accessory Categories

Accessories are divided into five categories, as described below. Any qualifying accessory must be either a) produced by Paizo, Inc and sold on its webstore, or b) produced by a licensed partner of Paizo, Inc and visibly promote Paizo, Pathfinder, Starfinder or any associated games or Paizo intellectual property.

Event Organizers are permitted and encouraged to expand the definition to include merchandise that directly promotes particular conventions at those events. For example, Event Organizers at Gen Con could allow a Gen Con t-shirt or pin to count for their respective categories while at Gen Con. Merchandise that exclusively promotes other companies or intellectual properties (like a Roll20 t-shirt with no Paizo branding) never qualifies for these benefits.

Vestments: T-shirts, messenger bags/backpacks, jackets or hoodies, or similar apparel; permanent tattoos of Paizo-related iconography; or cosplay of a Paizo-related character, such as an iconic character, NPC or similar.

Worn Accessory: Lapel pin or button, hat or ballcap, lanyard, or similar small worn accessory.

Rules Reference: Character folio, reference or condition card deck, or similar published item with game reference material. Excludes published rulebooks or adventures.

Other Item: Any other qualifying item such as officially produced dice, keychains, plush characters, or other merchandise brought to the table.

Campaign Service Coin: an award given out to exemplary volunteers; a Campaign Service Coin cannot qualify for any other category and instead offers its own benefits.

Promotional Boon: Pathfinder Society (second edition)

In the Pathfinder Society (second edition) program, the following benefits are offered for each accessory category. A player may not benefit from more than one of these per session, with the exception of the Campaign Coin benefit.

Vestments: When you use a Hero Point to reroll a check, add a +1 circumstance bonus to the reroll.

Worn Accessory: Once per session, when rolling a check as a part of a victory points system, if you roll a critical failure, you get a failure instead.

Rules Reference: Once per session, when you use Treat Wounds or another character uses Treat Wounds on you, the result of the check is one degree of success better than the result that was rolled.

Other Item: Once per session, a character can gain the benefits of a two-action heal spell, heightened to the maximum spell rank available to a cleric of the character’s level. This benefit can only be used in exploration mode.

Campaign Service Coin: Volunteers who make exceptional contributions to Organized Play can earn Campaign Coins or membership in the Order of the Wayfinder as a recognition of their hard work. When you use this benefit, you gain a bonus Hero Point at the beginning of the 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.

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.

Events are given different multipliers for the base AcP earned based on number of games played, regularity, and so forth. 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
(Quests, Bounties)
Player 1 1.25 1.5 1.75 2
GM 2 2.5 3 3.5 4
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.

A list of Achievement Points rewards available for purchase lives 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. Each purchased Boon generates a downloadable printable Boon. Boons should be stored with Chronicles, either digitally or alongside physical sheets.

Retail Incentive Program

The Retail Incentive Program (RIP) rewards players with rewards for their characters when they patronize retailers who are providing space for Organized Play activities. Purchases made at the location within a stated timeframe tally by table and unlock benefits at different levels, including some that reduce the severity of failures, for the next game played. 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.

Legacy Backgrounds (legacy campaign)

Even though characters from the First Edition legacy campaign cannot transfer into the current Pathfinder Society campaign, their exploits can shape the Society’s newest adventurers. For each of the 11 seasons of the legacy campaign, a player can unlock a special legacy character background associated with that season by having completed five or more of that season’s scenarios. These backgrounds are unique to the Pathfinder Society campaign, and once they’re unlocked, a player use a legacy background for any number of characters. See Legacy Backgrounds.

Other Rewards

Pathfinder Society Organized Play periodically releases additional prizes for special events. The most common among these are Charity Boons, which are in-game benefits sent to authorized charity events to help raise money for good causes. For more information on Charity Boons, ask the Event Organizer.

Factions and Reputation

All agents who have gone on at least 2 missions are awarded a free wayfinder, available by downloading the Wayfinder boon in the Achievement Points Boon store (Boons tab of My Organized Play ). You may also purchase a wayfinder using the Inherited Wayfinder boon.

In addition, Pathfinder Society agents can purchase the boons in the table below which do not require them to have a certain amount of Reputation.

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.

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 6-2: Reputations

ReputationReputation points
Ignored0-19
Liked20-59
Admired60-119
Revered120+


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. They are further described below.

Faction Boons

The various factions make the following Boons available to their agents who have earned the appropriate Reputation Level. Agents who qualify can purchase the following Boons from the Boons tab of My Organized Play using Achievement Points:

FactionLikedAdmiredRevered
Pathfinder Society
(All Factions)
Bequeathal (uncommon)
Bequeathal (rare)
Bequeathal (unique)
Any FactionExpert HirelingProfessional Hireling
Treasure Bundle Insurance
Untarnished Reputation
Master Hireling
Envoy’s AllianceCrafter’s Workshop
Envoy's Alliance Gear
Harmonic Wayfinder
Skillful Mentor
Bring Them Back Alive
Heroic Inspiration
Grand ArchiveEsoteric Wayfinder
Grand Archive Gear
Magical Mentor
Off-Hours Study
Heroic Recall
Steady Hand
Horizon HuntersHorizon Hunters Gear
Rugged Mentor
Rugged Wayfinder
Storied Talent
Exotic Edge
Heroic Hustle
Radiant OathPracticed Medic
Protective Mentor
Radiant Wayfinder
Heroic Intervention
Ward Against Fiends
Verdant WheelLeshy Companion
Naturalist
Worldly Mentor
Heroic Aegis
Natural Skill
Vigilant SealAdamant 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.

AcP 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.

Grouped Boons

On the Achievement Points Boons 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 may appear in an unexpected position on the list. To help navigate the list below, the boon groups are:

  • Faction-specific gear 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 gear 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

A-E

Adversary Lore (Vigilant Seal)

Prerequisites: Must be 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)

Career Change (Limited-Use, Service): Your existing abilities have helped you achieve success in the field, but you’re overdue for a drastic change if you’re to continue succeeding in the adventures to come. 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 (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.


Crafter's Workshop (Envoy's Alliance)

Prerequisites: Must be 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 Gear

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.


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).

You must be Liked by the Envoy's Alliance to use this boon.


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).

You must be Liked by the Grand Archive to use this boon.


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).

You must be Liked by the Horizon Hunters to use this boon.


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).

You must be Liked by the Vigilant Seal to use this boon.


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 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.


I-L

Leshy Companion (Verdant Wheel)

Prerequisites: Must be 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: Must be 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: Must be 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: Must be 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-W

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: Must be 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

Inherited wayfinder (Slotless): 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: Must be 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: Must be 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: Must be 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: Must be 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: Must be 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.


W-Z

World Traveler

Prerequisites: None

Cost: 20 AcP

World Traveler (Slotless): You have traveled widely, spending a considerable amount of time in a distant region and absorbing the local customs. When you assign the boon to a character, select one of the following regions: Absalom and the Starstone Isle, Broken Lands, Eye of Dread, Golden Road, High Seas, Impossible Lands, Mwangi Expanse, Old Cheliax, Saga Lands, or Shining Kingdoms. You qualify as being from all of the nations in that region for the purpose of fulfilling the Access prerequisite of uncommon character options, in addition to any other access benefits you have from other sources.

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.

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.


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.


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.


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.


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.


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.

Retired Rewards

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 Nov 15th, 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. Characters now receive Pathfinder Provisions, so 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

Playtest Points (playtest adventures): 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 at Paizo. 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

Starting in season 2, Adventures no longer give 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 1/30/2021, 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.

NameTierTrait(s)Description
Hireling0AllyHire a skillful ally
Multicultural Training0-Gain access to options from a second culture
Secondary Initiation0-Gain access to options from an organization
Wayfinder0ItemGain a free wayfinder
Expert Hireling2-Improve your hireling’s proficiencies
Bequeathal3ServiceTransfer a reward to another character
Professional Hireling3-Broaden your hireling’s skill set
Untarnished Reputation3-Reduce infamy at a discount, once.
Master Hireling4-Further improve your hireling’s proficiencies

Envoys’ Alliance Boons

The following is a list of purchasable rewards offered by the Envoys’ Alliance faction.

NameTierTrait(s)Description
Skillful Mentor1MentorHelp low-level PCs at your table
Society Recruiter1-Earn credit with the Alliance by bringing new agents.
Eager Protégé2AllyGain an ally and grant XP to another character
Crafter’s Workshop2DowntimeAllies help you craft efficiently
Harmonic Wayfinder2ItemUpgrade your wayfinder to allow you to better help your allies
Bring Them Back Alive3SocialReduce the cost of returning to life
Heroic Inspiration3HeroicInspire allies when spending hero points to reroll
Exemplary Recruiter4Gain an experienced successor

Grand Archive Boons

The following is a list of purchasable rewards offered by the Grand Archive faction.

NameTierTrait(s)Description
Academic Conference1-Earn credit with the Archive by attending prestigious events.
Magical Mentor1MentorHelp low-level PCs at your table
Off-Hours Study1Downtime Gain additional lores or languages
Esoteric Wayfinder2ItemYou have upgraded your wayfinder to warn you when you misremember facts.
Translator2AllyYou have a helpful translator.
Heroic Recall3HeroicRecall 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.

NameTierTrait(s)Description
Consummate Dabbler1-Earn credit with the hunters by exploring other systems
Rugged Mentor1MentorHelp low-level PCs at your table
Storied Talent2SocialFind better jobs when earning income
Rugged Wayfinder2ItemUpgrade your wayfinder to keep you going past your limits.
Heroic Hustle3HeroicGain extra movement when spending hero points
Exotic Edge3-Use knowledge earned exploring to give you a bonus
World Traveler4-Gain a well traveled successor

Radiant Oath Boons

The following is a list of purchasable rewards offered by the Radiant Oath faction.

NameTierTrait(s)Description
Charitable Adventure1-Earn credit with the Oath when your adventure is in aid of those in need.
Protective Mentor1MentorHelp low-level PCs at your table
Practiced Medic1DowntimePractice your healing skills between missions to gain an insight while treating your companions wounds.
Heroic Intervention3HeroicGrant 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.

NameTierTrait(s)Description
Beginnings and Endings1-Earn credit with the Wheel by helping before or after an adventure
Naturalist1DowntimeGet help from the Wheel to craft alchemical items and potions faster
Worldly Mentor1MentorHelp low-level PCs at your table
Leshy Companion2AllyGain a Leshy Companion
Heroic Resurgence3HeroicGain bonuses when using hero points to return from the edge of death
Preserve3PropertyYou own a nature preserve

Vigilant Seal Boons

The following is a list of purchasable rewards offered by the Vigilant Seal faction.

NameTierTrait(s)Description
Leader by Example1-Earn credit with the Seal by helping others experience adventure
Adversary Lore1-Research common adversaries between adventures.
Resist Corruption1-You and adjacent allies resist evil damage
Combat Mentor1MentorHelp low-level PCs at your table
Curse Breaker2DowntimeGain an item at a discount by using your skills to remove a curse from an item from the Seal’s vaults
Adamant Wayfinder2ItemUpgrade your wayfinder to absorb energy targeting you
Heroic Defiance3HeroicWake immediately when spending hero points to return from dying
Vault Delver4-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.



Game Master Basics

Running Pathfinder Society games is similar to running a home campaign with a few house rules established by campaign leadership. In addition to GM Basics, be sure to familiarize yourself with the contents of the Welcome to Pathfinder Society, Community Standards and Expectations, and Player Basics sections. You need to know what players know, what their expectations are, and how their characters are created, played, and advanced.

What Is A GM?

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. In the Pathfinder Society, a GM has a few other duties, listed in Your Duties as a Game Master below.

Who Can Be A Game Master?

Anyone with a valid Organized Play ID can run Pathfinder Society adventures. As local Pathfinder Society groups and the campaign as a whole benefit as the pool of Game Masters increases, the Venture-Officer network provides support and guidance for any who want to GM.

Your Duties as a Game Master

As a Pathfinder Society GM, you have the following duties:

  • Communicate with your local Event Coordinator.
  • Prepare an adventure to offer to players, including gathering the necessary supplies such as maps, miniatures, and reference materials.
  • Provide a welcoming environment for players.
  • Deliver session results to the players via established recording mechanisms.
  • Report the results of the game.

Where Can I Buy Adventures?

Paizo produces two categories of adventures, available for purchase at paizo.com.

Pathfinder Society adventures, including Scenarios, Quests, and Bounties, generally release during the last week of each month. Current production rates include one or two new scenarios monthly, with additional Society content released periodically throughout the year. These adventures are written expressly for use in the Pathfinder Society campaign.

Pathfinder Adventures, including Adventure Paths, Modules, and Stand-alone adventures, are produced monthly. These adventures are oftentimes sanctioned for use in the Pathfinder Society campaign. Information on how to incorporate them into your Society experience is found on each product’s description page at paizo.com. (See Additional Adventures for more about these products.)

Before the Adventure

Reviewing Chronicles

If time permits, GMs and Event Coordinators should spend a few minutes reviewing players’ Chronicles at the start of an event slot. These reviews can happen for a variety of reasons. For example, GMs might need to check the Adventure Summary section to learn what a character did in a previous adventure, and GMs and Coordinators can review Chronicles to ensure that they are filled out correctly. These reviews can help ensure that players understand the rules of Pathfinder and the Pathfinder Society Campaign, as well as catch the errors that naturally crop up in the course of play. (See “Dealing with Chronicle Errors” for more on this.)

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.

Challenge Points

In a typical home game, the PCs would all be the same level and face challenges tailored to their level. In an organized play environment, though, there needs to be more flexibility to make it easier for players whose characters are of different levels to participate in the same adventure.

Each Scenario or Quest will list the levels of characters able to play in 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 of a level that falls within those two level ranges can play in that adventure at that table.

GMs should adjust the Scenario before play begins, following the steps below

1. Calculating Challenge Points

To calculate the number of Challenge Points the party represents, take the following steps.

  • Record the PCs’ levels. The number of Challenge Points that each PC contributes is based only on their character levels. Determine the adventure's “Base Level”. The base level is the lowest level allowed to play at that table.
  • Convert the PCs’ levels to Challenge Points. Table 1 below notes how many Challenge Points each PC of a given level represents.


Table: Challenge Points

Character Level Challenge Points
Base Level 2
Base Level +1 3
Base Level +2 4
Base Level +3 6


For example, an adventure for levels 1-4 would have a Base Level of 1. So a 2nd-level PC in such an adventure has a level of Base Level + 1, and by the chart, contributes 3 Challenge Points. A party of five PCs levels 1, 2, 3, 4, and 4 would contribute 2, 3, 4, 6, and 6 points respectively.

  • Total the PCs’ Challenge Points.
  • If playing at a table with 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

Base LevelPCsCPPregensCP adj.
12<82 lvl 1 pregens+4
28+2 lvl 3 pregens+8
3<121 lvl 1 pregen+2
312+1 lvl 3 pregen+4
32<82 lvl 3 pregens+4
28+2 lvl 5 pregens+8
3<121 lvl 3 pregen+2
312+1 lvl 5 pregen+4
52Any2 lvl 5 pregens+4
3Any1 lvl 5 pregen+2
7+3<12none*+2
312+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.

2. Determine the Level Range

Parties with challenge points of 15 or less 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 whose level equals the adventure’s base level (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.

  • 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 Hit Point totals of the PC by 10 or by 10%, whichever is higher.

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.

You should also remind higher-level PCs to apply any Mentor Boons they might have purchased.

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.

3. Adjusting 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 the “Converting Early Scenarios Appendix

During the Adventure

Hero Points: At the beginning of an adventure, each PC receives 1 Hero Point. GMs should then hand out additional Hero Points at a rate of approximately 1 Hero Point per hour of play, following the normal GM guidelines. GMC pg. 57, CRB pg. 507GM Core page 57
Core Rulebook page 507
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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
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on a check-by-check basis and should 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 inform them that their characters would not have that information and try to steer them away from using it.

Table Variation

A goal of the Pathfinder Society program is to provide a fun, engaging, consistent experience at all tables. GMs should run Pathfinder Society adventures as-written, which means:

  • No change to major plot points and interactions
  • No addition or subtraction to the number of monsters other than scaling directed by the scenario
  • No changes to armor, feats, items, skills, spells, statistics, traits, or weapons
  • No alteration of mechanics of Player Characters
  • No banning of legal character options

Beyond the above, GMs are encouraged to make choices which would result in the most enjoyable play experience for everyone at the table and that emphasize PCs are the heroes of the story. Some examples of GM discretion include the following.

  • Creatures tactics that have been invalidated by the players' actions.
  • Unclear rules, or situations or player actions not covered by the rules.
  • Terrain or environmental conditions described by the scenario, but not given mechanics. (If the mechanics are included, however, they cannot be altered.)
  • Reactions of NPCs to good roleplaying, and the effect that has on the outcome of the encounter.
  • Alternate or creative skills used to bypass or overcome traps, haunts, and skill checks. (The DCs and results of the check are part of the mechanics and should not be changed.)
  • 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)
  • Changes required to comply with the Acceptable Content provision of the Community Standards.
  • Creative solutions presented by players in overcoming obstacles.
  • Moving plot points missed by players to encounterable areas (this does not include moving missed Treasure Bundles).

More details on each of these can be found in the Table Variation Appendix.

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 Pathfinder Society forums where Venture-Officers, members of Paizo’s Organized Play team, or fellow GMs can help you resolve it.

Ethical Infractions and Infamy

Players are responsible for their characters’ choices and are subject to consequences resulting from those choices and actions. In-game actions earn characters Infamy, while Code of Conduct violations earn players table sanctions.

Below we list some common issues, which are covered more in the Table Variation Appendix:

  • A player’s perception of what their character would do versus the experience of other players at the table.
  • Deity or class anathemas and edicts as they interact with Pathfinder Society missions.
  • Class opposition, such as a paladin and a necromancer on the same mission team.
  • Characters who perform evil or criminal acts.

After the Adventure

After every adventure, the GM issues each player a Chronicle. A Chronicle documents the rewards earned by a PC during a particular adventure. GMs are encouraged to add notes to Chronicles about interesting events that occur during the adventure.

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.

Filling Out a Chronicle

Sample Chronicles



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.

  • (A.) Adventure Name/Number: Pre-printed on the form.
  • (B.) Character Name: Name of the hero who took part in this adventure.
  • (C.) Character Number:* Unique Identifier for the character who took part in the adventure, including a player's Organized Play ID and the Character Number.
  • (D.) Partner Code: A unique code that identifies the Chronicle. May be used by third-parties to reference the Chronicle.
  • (E.) Adventure Summary: This might contain checkboxes to help remind you which choices you made during the adventure.
  • (F.) Pointer to AcP: Where to find Achievement Point totals on paizo.com.
  • (G.) Treasure Access:* Uncommon or high level items found during the adventure.
  • (H.) Variable quantities:* Quantities that depend on character’s level or successes during the adventure, such as treasure earned, Reputation, etc.
  • (I.) Event Name:* Name given to the event on paizo.com. This may be used when an 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 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.

Advancement Speed

Some players may be making use of the Slow Advancement option. If they are, they should have marked their character as "Slow" 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. It will also affect Downtime, but the player is responsible for their own Downtime.

Fame

Adventures in Year 1 granted Fame as a spendable and trackable currency. As of Year 2, adventures no longer reward Fame.

Treasure

Treasure Access: Items that the PCs did not encounter must be crossed off the treasure access list by the GM.

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 TypeExperienceReputationDowntime Typical TBsMaximum TBs
Scenario 4 XP 4 Rep 8 days 8 TB 10 TB
Series 2 Quest 2 XP 2 Rep 4 days 4 TB 5 TB
Series 1 Quest 1 XP 1 Rep 2 days *standard flat gold award (2.5 TB)
Bounty 1 XP 1 Rep *varies, see sanctioning document

Treasure Bundles

At the end of a scenario, the GM should tally the number of Treasure Bundles (TB) 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. 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
11 gp, 4 sp9 gp, 8 sp11 gp, 2 sp12 gp, 6 sp14 gp
22 gp, 2 sp15 gp, 4 sp17 gp, 6 sp19 gp, 8 sp22 gp
33 gp, 8 sp26 gp, 6 sp30 gp, 4 sp34 gp, 2 sp38 gp
46 gp, 4 sp44 gp, 8 sp51 gp, 2 sp57 gp, 6 sp64 gp

Levels 3-6 Scenario Treasure Bundle Values
Level Each TB 7 TB 8 TB 9 TB 10 TB
33 gp, 8 sp26 gp, 6 sp30 gp, 4 sp34 gp, 2 sp38 gp
46 gp, 4 sp44 gp, 8 sp51 gp, 2 sp57 gp, 6 sp64 gp
510 gp70 gp80 gp90 gp100 gp
615 gp105 gp120 gp135 gp150 gp

Levels 5-8 Scenario Treasure Bundle Values
Level Each TB 7 TB 8 TB 9 TB 10 TB
510 gp70 gp80 gp90 gp100 gp
615 gp105 gp120 gp135 gp150 gp
722 gp154 gp176 gp198 gp220 gp
830 gp210 gp240 gp270 gp300 gp

Levels 7-10 Scenario Treasure Bundle Values
Level Each TB 7 TB 8 TB 9 TB 10 TB
722 gp154 gp176 gp198 gp220 gp
830 gp210 gp240 gp270 gp300 gp
944 gp308 gp352 gp396 gp440 gp
1060 gp420 gp480 gp540 gp600 gp

Levels 9-12 Scenario Treasure Bundle Values
Level Each TB 7 TB 8 TB 9 TB 10 TB
944 gp308 gp352 gp396 gp440 gp
1060 gp420 gp480 gp540 gp600 gp
1186 gp602 gp688 gp774 gp860 gp
12124 gp868 gp992 gp1116 gp1240 gp

Levels 11-14 Scenario Treasure Bundle Values
Level Each TB 7 TB 8 TB 9 TB 10 TB
1186 gp602 gp688 gp774 gp860 gp
12124 gp868 gp992 gp1116 gp1240 gp
13188 gp1316 gp1504 gp1692 gp1880 gp
14274 gp1918 gp2192 gp2466 gp2740 gp



Series 1 Quests
Level Standardized Reward
13 gp, 5 sp
25 gp, 5 sp
39 gp, 5 sp
416 gp
525 gp
637 gp, 5 sp

Series 2 Quests
Level Each TB 3 TB 4 TB 5 TB
11 gp, 4 sp4 gp, 2 sp5 gp, 6 sp7 gp
22 gp, 2 sp6 gp, 6 sp8 gp, 8 sp11 gp
33 gp, 8 sp11 gp, 4 sp15 gp, 2 sp19 gp
46 gp, 4 sp19 gp, 2 sp25 gp, 6 sp32 gp
510 gp30 gp40 gp50 gp
615 gp45 gp60 gp75 gp



Additional Adventures

Sanctioned Adventures

In addition to the two types of adventures written for Pathfinder Society, some other adventures Paizo produces have been sanctioned for Organized Play. 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.

  • 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. Bounties are sanctioned for use in the Pathfinder Society campaign.
    • When run as sanctioned adventures, Bounties do not give Downtime.

Modes of Play

The Society rules for Organized Play are customized to work with Pathfinder Quests and Scenarios, and are not necessarily applicable to other sanctioned adventures. As such, PFS has 2 different modes of play:

  • Society Mode is used for PFS Scenarios and Quests, and adheres to all the rules published in this Guide. Society Mode is governed by the Run as Written provisions in Game Master Basics.
  • Adventure Mode is used for adventures not specifically designed for Society play, and 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 may 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 Pathfinder Society Scenarios and Quests require the use of a PFS character or PFS sanctioned pregen. Most Adventure Mode sanctioned products can be played with any character; some include pregens, though, and players are encouraged to play those characters for an optimal experience.

Pathfinder Society Characters must be built using the rules in the Character Creation Appendix, starting at level 1, and played from there. (Some Boons allow characters to start at higher levels.) Any adventure that can be played with a PFS character can also be played with a PFS sanctioned 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, and often contain ties to the adventure's backstory.

Campaign Characters are characters that are designed according to the GM's house rules.

Sanctioning documents (see below) for a specific adventure may modify the rules for characters that can be used with that adventure.

Table: Ruleset / Characters by product

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

* GMs who chose to use Campaign Characters instead should work with their players to tie the characters into the backstory to provide the same level of experience.

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.

GMs should read the sanctioning document carefully, as it may modify the rules for running the adventure, or the adventure's rewards. Specific information in a particular sanctioning document always takes precedence over the general information presented in this Guide.

Unlike Pathfinder Society adventures, Chronicles for sanctioned adventures are assigned at the completion of the adventure. A group can complete an adventure when the adventure 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.

GM Rewards

GM Credit

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.

GMs earn GM table credits, Achievement Points, and a Chronicle the first time they GM an adventure. Any subsequent GM sessions earn GM table credits and AcP, but no Chronicle unless the adventure has the Repeatable tag. Chronicles earned by GMing must be assigned to characters when received, but do not need to be applied until later. See Applying Chronicles for more details.

GMs have a few special rules for assigning and applying Chronicles:

  • Chronicles earned from GMing provide full rewards. That includes all Treasure Bundles/Gold, XP, Reputation, Downtime days, and access to items and Boons.
  • 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 minimum level of the adventure, treat it as if the GM had played a pregenerated character at the minimum level of the adventure.
  • The GM can chose any combination of checkboxes / Boons / rewards that could have been earned by a player.

GM Glyphs

The Pathfinder Society (Second Edition) offers GMs recognition in the form of Glyphs based on the number of GM table credits earned. GM Glyphs are visible on your Organized Play ID card and in the paizo.com forums. GMs obtain the first four levels of Glyphs automatically by running and reporting games.

  • 1 Glyph = 10 table credits
  • 2 Glyphs = 30 table credits
  • 3 Glyphs = 60 table credits
  • 4 Glyphs = 100 table credits

To earn 5 Glyphs, a GM must fulfill the following criteria:

  • Earn 150 GM table credits
  • Run and report 50 unique adventures
  • Run and report 10 adventures with the Exclusive or Glyph tag. With the exception of multi-table interactives, a particular Scenario can earn credit for a maximum of 3 of those 10.
  • Complete 3 evaluation games in the presence of a 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.

To fully experience the benefits of peer review and feedback, we recommend the following observation schedule:

  • 0–10 table credits: You’re getting your feet wet. Thanks for GMing!
  • 11–49 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 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+ table credits: Ask a qualifying observer to complete a formal evaluation.


All GMs receive the following rewards to use as a player based on the number of GM Glyphs that they have earned.

  • During initial Hero Point distribution, players who have GM Glyphs receive Hero Points equal to their Glyphs to distribute to the table. A player cannot gain more than one additional Hero Point from Glyphs.
  • A number of Chronicle-earning Scenario replays equal to one per Glyph earned. When using one of these replays, make a note on the Chronicle or in your digital record.

Paizo recognizes all 5-Glyph GMs by name on blogs on paizo.com.

Organized Play Rubric

AspectDoes Not Meet ExpectationsMeets ExpectationsExceeds 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 the GM dealt with unforeseen challenges by exercising skilled time management.
The GM had a solid understanding of the rules to 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 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 took 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.The GM put in an excellent effort to make the game distinct, using multiple techniques off the “meets expectations” list.
GM presented the scenario as written. The GM followed the gist of the storyline but adjusted content. The GM did not run encounters as written. The GM ran the wrong sub-tier encounters.The GM ran the adventure as written. The 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 applies the rules of Organized Play consistently. GM knows where to look up general guidelines in the Guide.The GM was markedly familiar with the majority of Organized Play concepts and applies the rules of Organized Play consistently. GM knew where to find obscure corner case answers in the Guide.

Converting Early Scenarios

Special Adjustments for Scenarios 1-00 through 1-11 and Quests 1, 2, and 5

Some early scenarios need some adjustment to update them to the final draft of the Challenge Point (CP) system.

Scenarios designed for “Number of Players”

Scenarios 1-00, 1-01, 1-02, 1-03, 1-05, Q1, and Q2 use a “number of players” adjustment, instead of the CP system. If you are playing one of the following Scenarios, calculate the CP and determine the level range as normal, then, consult the appropriate table below to determine which adjustment to use.

Table: Lower Level Range Adjustments

Total Points Adjustment
8-9 No adjustment
10-11 5-player adjustment
12-13* 6-player adjustment OR 1 Level Bump
14-15 5-player adjustment AND 1 Level Bump
16-18 6-player adjustment AND 1 Level Bump

Table: Higher Level Range Adjustments

Total Points Adjustment
16-18 No adjustment
19-22 5-player adjustment
23-27* 6-player adjustment OR 1 Level Bump
28-32 5-player adjustment AND 1 Level Bump
33-42 6-player adjustment AND 1 Level Bump

* Challenge Point totals of 12–13 and 23–27 allow the GM to make a choice between two options that provide a similar degree of challenge. However, each Scenario varies slightly in the differences between these two options, and the GM is encouraged to select the option they predict will be a more fun and fair challenge for the group. (Parties often prefer options that give the PCs more monsters to fight.) You can pick between the options individually for each encounter.

Scenarios Missing a CP 16-18 adjustment for Lower Level Range

Some early Scenarios have no scaling option for lower level range party with a CP of 16-18. If you are GMing a table of one of the following Scenarios and the party of 5 or more has a CP of 16-18 use the CP 12 adjustment, and apply a Level Bump to the scenario.

  • Q5 The Dragon Who Stole Evoking Day
  • #1-04 Bandits of Immenwood
  • #1-06 Lost on the Road Spirit
  • #1-07 Flooded King’s Court
  • #1-08 Revolution on the Riverside
  • #1-09 Star-Crossed Voyages
  • #1-10 Tarnbreaker’s Trail
  • #1-11 Flames of Rebellion

Level Bump for Adventures

Scenarios and Quests are designed to challenge PCs whose average level is the lower of the two levels in a given level range (i.e., Level Range 1–2 is built to challenge 1st-level PCs, and Level Range 3–4 is built to challenge 3rd-level PCs). Normally, when the Challenge Point total determines that the group’s overall power is equivalent to the higher level in a Level Range (e.g. 2nd level in Level Range 1–2), the scenario’s scaling will adjust for this.

However, sometimes it is necessary to add a Level Bump, such as when the Scenario’s scaling is based on the number of players, or if the Scenario lacks a low tier 16-18 scaling.

Applying a Level Bump is a simple calculation:

  • Increase every DC listed in the Scenario by 1.
  • Increase the attack modifiers, attack damage, spell damage, saving throw modifiers, skill modifiers, Perception modifiers, and ACs of all enemy creatures by 1.
  • Increase the Hit Point totals of all enemy creatures by 10 or by 10%, whichever is higher.

These straightforward adjustments make the adventure slightly more challenging for higher-level groups, though the adjustments cannot account for the more powerful abilities and spells that higher-level foes would likely have.

Table Variation and Creative Solutions

While the goal of the Pathfinder Society is to provide an even, balanced experience that is fair to all players, every table is different, every character is different, and each GM has their own strengths and weaknesses. We understand that sometimes a Game Master has to make rules adjudications on the fly, deal with unexpected player choices, or even cope with extremely unlucky (or lucky) dice on both sides of the screen.

As a Pathfinder Society GM, you have the right and responsibility to make whatever judgments, within the rules, that you feel are necessary at your table to ensure everyone has a fair and fun experience. This does not mean you can contradict rules or restrictions outlined in this document, a published Pathfinder source, errata document, or official FAQ on paizo.com. What it does mean is that only you can judge what is right for your table during cases not covered in these sources.

GMs are encouraged to alter aspects of an adventure's description and story as appropriate to make the game inviting and inclusive for the players at the table. "A Welcoming Environment" GMC pg. 6, CRB pg. 485GM Core page 6
Core Rulebook page 485
(click to close)
provides general guidance. A few of these sections benefit from additional clarification and examples in the context of Organized Play.

Unlike in long-term campaigns, players and GMs in Organized Play are likely to have limited time in which to set parameters for objectionable content at the beginning of the game. Furthermore, since Organized Play tables often include people who have never met each other before the game, players might not feel comfortable opening up about what they’d rather avoid right from the beginning. This means that it’s all the more important to start with a common ground for the campaign, to respect what players do share at the beginning of the session, and be adaptable when it comes to modifying content when problems arise in the course of the session. Pathfinder Society games use the Pathfinder Baseline PC pg. 397, CRB pg. 486Player Core page 397
Core Rulebook page 486
(click to close)
as a starting point when determining what content is appropriate, both for what is present in the published adventures and what is appropriate for player behavior at your table. Add to the Pathfinder Baseline any additional adjustments that are apparent from the situation, such as if you are running a table with children or if you are in a venue with stronger policies about what is appropriate, such as a school.

GMs are empowered to make descriptive adjustments to avoid topics or situations that would cause discomfort for one or more players at the table, such as phobias or other triggering material. For example, a GM could describe a group of spiders as a group of web-shooting lizards or beetles for the comfort of a player with arachnophobia. Mechanically, if a player had an ability that granted benefits against spiders, it would also grant benefits against these other web-shooting creatures during that Scenario. Players might not tell you up-front about everything that could cause them trouble; you might learn partway through the session. If this happens, you can “rewind” the description and start over, tweaking the background context of the encounter, or work with the players to create an alternative solution to get around the troublesome aspect of a particular challenge (see Creative Solutions below).

As is the case in general when GMing, it is also the GM’s responsibility to ensure that all of the players at the table are respecting each other’s boundaries. If a player refuses to follow along with the adjustment, pushes boundaries, asks insensitive questions, or makes fun of a player voicing discomfort with an aspect of the Scenario, the GM must intervene. This intervention might just involve giving the player a warning about their inappropriate behavior, but in egregious or continued cases, the GM can remove the offending player from their table (see Community Standards).

Whatever changes you make as GM must remain true to the fundamental mechanical structure and challenge of the encounter. See the Creative Solutions section below for guidance on how to adjudicate solutions that are not explicitly accounted for in the text of the adventure.

Creative Solutions

Sometimes during the course of a Scenario, your players might surprise you with a creative solution to an encounter (or the entire Scenario) that you didn’t see coming and that isn’t expressly covered in the Scenario. If, for example, your players manage to roleplay their way through a combat and successfully accomplish the goal of that encounter without killing the antagonist, give the PCs the same reward they would have gained had they defeated their opponent in combat. If that scene specifically calls for the PCs to receive gold piece rewards based on the gear collected from the defeated combatants, instead allow the PCs to find a chest of gold (or something similar) that gives them the same rewards. Additionally, if the PCs miss an NPC who carries a specific potion or scroll that the PCs might be granted access to on the scenario’s Chronicle, don’t cross that item off—instead, allow the PCs to find the item elsewhere as a reward for creatively resolving the encounter without resorting to combat.

The Pathfinder Society never wants to give the impression that the only way to solve a problem is to kill it. Rewarding the creative use of skills and roleplaying not only make Society games more fun for the players, but it also gives the GM a level of flexibility in ensuring players receive the rewards they are due.

But what if your players accidentally or intentionally kill an important NPC who was supposed to give them a crucial piece of information that’s needed for the Scenario to progress? This is a tough problem for the GM and requires improvisation. Don’t decide the Scenario is over just because the old man with the letter was caught in a magical crossfire and roasted alive, destroying both him and the important letter. Reveal that the letter survived by some twist of fate (it was in a fire-proof pouch in his pocket) or perhaps that the old man had a lackey who was watching from a nearby alley and knows everything the old man did, or another similar explanation. Improvisation will keep your Scenario moving forward and help you work around unforeseen obstacles. For more guidance on handling the PCs’ treasure and rewards when they use creative solutions, see the Treasure Bundles section.

Secret Checks

In Pathfinder Second Edition, some checks, such as checks to Recall Knowledge, 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 inform 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.

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.

Edicts and Anathema in Society Play

To allow a wide variety of characters in 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 class' anathema. Assume that the Society has taken whatever steps are necessary such 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.

Anathema in Pathfinder Society are always personal. The actions of one PC at a table can never cause another PC at the table to fall. (Though players 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 a GM to pressure PCs or by PCs to pressure other members of the table toward specific styles of play.

Dealing with the Unexpected

While Game Master Basics contains all the rules you need as a GM, sometimes unexpected things happen. This page contains general advice for when that happens. Remember, you can always consult your Event Coordinator or local Venture-Officers for advice on any of these issues.

Dealing with Chronicle Errors

When reviewing a Chronicle, if you notice anything that seems amiss, you can ask the player to explain any discrepancies to you. Remember that errors are far more likely to be honest mistakes than intentional cheating, and that it’s possible that they aren’t errors at all. Most errors turn out to be detrimental to characters, not to their advantage!

When you ask the player about a discrepancy, speak with the player calmly, nicely, and with an open mind. Resolve any issues as fairly as possible. For example, if the character selected an option that they did not have access to or that was not available to their character, let them pick another option instead. If they did not pay the full price for an item they have, they can pay for it in full, or, if they haven’t used it yet, simply remove the item from their character’s gear. If they paid too much for an item, refund them the extra they paid in the “items sold” section of their Chronicle. Check with your Event Coordinator, Venture-Captain, or Venture-Lieutenant if you are unsure of how to fix a mistake, or if you and the player cannot come to an agreement about a fair resolution. 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.

Dealing with Death

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). Consider, however, that for a player new to Pathfinder Society, or to the Pathfinder RPG in general, having their character experience a violent death during their first game can sour him on the campaign and the game altogether. While we don’t advocate fudging die rolls, consider the experience of the players when deciding whether to use especially lethal tactics or if a character is in extreme danger of death, especially when the player is new to the game. Most players whose first experience in a campaign results in a character death don’t return to the campaign.

Similarly, if the entire party is killed and can’t be brought back to life, then the table is over for everyone in the party. This means those players might have a substantial span of time before their next event at a convention with no game to play. Obviously, we hope that such total party kills never happen (and strive to balance adventures to make it unlikely)—but, sometimes, the dice just aren’t with you and everyone passes into the Great Beyond.

Dealing with out-of-game problems

Sometimes circumstances prevent a player from completing a scenario. 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 scenario’s level range or Challenge Point adjustment to accommodate the table’s new Challenge Point total, bring in the pregenerated character that most closely resembles the lost PC, or postpone the game until all players are able to complete the scenario. In the event that a character sheet is no longer accessible due to a loss of battery power, the player can play a pregenerated character and apply the scenario’s rewards to their original character. In all cases where the GM applies one of the above remedies, rewards for all players are based on the lowest level range played during the scenario.

If a player is forced to leave the table, and the game continues, the GM should endeavor to get a Chronicle to the player as soon as possible. When filling out this Chronicle the player should receive 1 XP per hour played for Scenarios (up to a maximum of 4 XP). They receive any Reputation rewarded for the tasks the party has completed up to that point, as well as any Treasure Bundles found, and any items found that were listed on the Chronicles.

In the (hopefully rare) case of a medical emergency (defined as a player needing immediate, unexpected, professional medical treatment) the Chronicle should be filled out as if the player stayed for the rest of the game, receiving the same benefits as the rest of the table.

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.

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, 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, are more clear-cut. If you believe the player to be cheating, record the Organized Play ID number of the player in question and then ask them to leave your table. Afterward, send an e-mail to the Pathfinder Society staff at organizedplay@paizo.com, including the player’s Organized Play ID number and detailing as much as you can remember about the situation.



Event Coordinator

An Event Coordinator is a person organizing Pathfinder Society events, regardless of the size. You may be both a Game Master (GM) and an Event Organizer at an event.

Who Can be an Event Coordinator

An Event Coordinator can be Venture-Officer (VO) or GM. At a convention, a Venture-Captain or Venture-Lieutenant may be the Event Coordinator, while at a game store, a Venture-Agent may be the Event Coordinator. If playing online on Discord or the Paizo forums, there is likely to be a VO who is the Event Coordinator. During a home game, whether in someone's living room or online with friends, GMs may act as an Event Coordinator, as well.

Your Duties as an Event Coordinator

As a Pathfinder Society Event Coordinator, 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 https://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.



Appendices

Change Log

Version 5

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)

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


5.07 -> 5.08

18 January 2024

Remaster transition page

Player Basics

  • Minor: 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 remain available (extending similar note on orc & leshy)
  • Remaster: Added Character Creation Remastered section. No new rules; adapted from the existing Remaster transition page.

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

Retired Rewards

  • Remaster: Revised note on Pathfinder Training removal

Game Master Basics

  • Updated text on accessible Chronicles in Before the Adventure 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

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

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

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)
  • Edit & re-sort 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

Community Standards and Expectations

Campaign Leadership
  • Removed Linda Zayas-Palmer


5.01

Community Standards and Expectations

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. fixed a broken table format.
  • Clarified language for Crit Success on downtime.

Game Master Basics

Tidied language re: 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

  • Migrating text from the Character Options page to here 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 (and futureproofed) 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, and 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
  • 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 OrgPlay Forums on Paizo

The World of Golarion

Added Image of Wayfinder

Community Standards and Expectations

No changes at this time

Player Basics

Major Changes
  • Removed 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 recieve that much gold. If they chose not to roll, they recieve nothing.
  • Removed 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, All rules relating to Factions and reputation have been moved to the (renamed) Factions and Reputation Appendix (was 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 the 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.
  • Cleaned up language on Permanent Negative effects.

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
  • Advancements 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.

Additional Adventures

Page created to host rules for running Sanctioned Adventures.

  • Sanctioned Adventures
  • Modes of Play
  • Character Types
  • Sanctioning Documents

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