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Full Guide

Guide to Organized Play: Starfinder Society (Second Edition)

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Current Version: 1.00
28 July 2025


Introduction

Greetings, Starfinder!

Welcome to the Guide to Organized Play: Starfinder Society (Second Edition)!

The Guide is the home for campaign rules specific to the Starfinder Society (SFS) organized play campaign. The Guide is available in the form of this website or as a single page. To print or get a PDF of the Guide, follow the link.

Resources

Campaign Rules Outside the Guide

  • Starfinder rules online - Free and officially licensed - Link coming soon!
  • Starfinder Society Character Options - What options from each book you can use & which books you need to own to use them

See you in the Pact Worlds & beyond! Explore, Report, Cooperate!


Core Guide

Welcome to Starfinder Society

Starfinder Society (second edition) (SFS2) is a worldwide science fantasy roleplaying campaign set in the Starfinder Universe. As an agent of the Starfinder Society, an organization of explorers, archaeologists, and adventurers headquartered in the Lorespire Complex of Absalom Station, you dedicate your time to discovering and chronicling all corners of the galaxy (and beyond). Starfinder adventures range from exploring unknown worlds and star systems to undertaking covert assignments within the bowels of the Pact Worlds' largest metropolises.

Starfinder Society (second edition) uses Paizo’s Starfinder Second Edition ruleset and 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 Starfinder Society!

What is Paizo Organized Play?

In a Paizo Organized Play campaign, your character adventures in a shared setting with thousands of other gamers worldwide. Anyone can host games at homes, game stores, libraries, conventions, and online, as long as they report the adventure’s results afterward. Reporting earns participants campaign rewards and player actions influence the fate of the world of the game.

As part of the Organized Play experience, you can take your character to any Organized Play event in the world, allowing you to join a game with friends and strangers alike with ease. After each adventure, your characters grow stronger and carry their rewards with them to the next adventure, even if your fellow players and Game Masters (GMs) change between adventures. The experience is uniquely immersive, as the diverse range of players, GMs, and characters provide incredible depth. The campaign is also a great way to meet other gamers and play regularly without needing to schedule events with a single set of people as you might for a more traditional game.

Paizo Organized Play campaigns include Starfinder Society (second edition) , Pathfinder Society (second edition) , Pathfinder Adventure Card Society (legacy), and Pathfinder Society (first edition) (legacy), and Starfinder Society (first edition) (legacy).

Registering for Organized Play

To ensure you have access to all the tools and benefits available to players, you need an Organized Play number and an account on paizo.com . To create an account, visit paizo.com/organizedplay and click on the “New Players Create an Account” button.

If you are unable to acquire an organized play number online, ask your Event Organizer for help.

Where to Find Games

Each community uses their own game scheduling process. Common platforms used in scheduling games include:

Organized Play Forums

Join the vibrant Starfinder Society online community by participating in the official Starfinder Society forums . Ask questions! Compare character builds! Discuss! Find events! Your feedback helps us improve our program, so drop by and tell us what we can do to enhance your organized play experience.

Key Terms

What is a Player Character?

To participate in an Organized Play game, you need a Player Character (or PC). You control your character, who will be one of the protagonists in the game's story and can directly interact with the objects, characters, and events within the adventure. You can use a pregenerated character or create your own using the rules in Starfinder Society Characters below.

What is a Game Master?

A Game Master (GM) is the person who presents the story, adjudicates the rules, and establishes the parameters of the player’s exploration. A GM’s duty is to provide a fair and fun game for all involved, including themselves. GMs receive credit as if their character had played the adventure as well as other recognition as thanks for volunteering their time to run events.

What is an Event Organizer?

An Event Organizer sets up Organized Play games and ensures they are reported accurately. At smaller events, including tables at most game stores, there is no separate event organizer and the venture officer handles those duties. Separate event organizers are more common at conventions and other large events.

What is a Venture-Officer?

A Venture-Officer is a volunteer for Paizo Organized Play responsible for a specific geographical region, online lodge, or other area of responsibility. They set up and assist with regular Organized Play events in their area. They are also responsible for responding to any player concerns in their area, reporting concerns to higher ranked officers as needed, and ensuring accurate data reporting.

What are Achievement Points (AcP)?

Achievement Points (AcP) are currency used to purchase Boons (in-game benefits) on paizo.com. You earn AcP by participating in and reporting Paizo Organized Play games. Details about Boons and AcP are found under Player Options and Tools.

Campaign Rules Sources

The rules of the campaign are found in this Guide and the other rules documents listed below. When additional rulings are needed, they will be published in forum or blog posts on paizo.com and later added to one of the campaign rules sources.

The campaign rules sources are:


Starfinder Society Characters

Most Starfinder Society Scenarios require the use of a Starfinder Society character or Starfinder Society Iconic Pregenerated character.

Resources and Access

The Character Options page explains which options are approved for Starfinder Society play along with resource ownership rules (that is, what books you need).

Players can choose options their character has Access to in any books or supplements they own that are approved for Starfinder Society play. Players residing in the same household can share owned resources. Ownership of the Starfinder Player Core is not required to choose options from it. In that case, reference rules from the official online source, the Archives of Nethys .

Some options within the game have a rarity trait of uncommon, rare, or unique. Options without a rarity trait are considered common. PC pg. 11Player Core page 11
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Unless otherwise specified, you have Access to all common, uncommon, and rare options (subject to the normal resource ownership rules).

Boons and Chronicles can grant access to options not accessible in Starfinder Society play by default. If a character gains Access to an option, then that option is freely available to that character. They can purchase or choose it as usual, but it does not become common.

Iconic Pregenerated Characters

You can use a pregenerated character (or pregen) based on one of the iconic characters (an Iconic Pregen). Playing an Iconic Pregen can be useful when time is short or you want to try out a character class. You can choose any of the Iconic Pregens without owning the associated source.

You can download the Iconic Pregens or request them from your Event Organizer. See Applying Credit for additional rules for Chronicles earned by playing an Iconic Pregen.

Character Creation

Creating a character for Starfinder Society play follows the steps in the Starfinder Player Core with a few additional Starfinder Society-specific rules and benefits.

Character Sheets

There is no standard character sheet format required. Character sheets must be legible, clear, and reviewable by the GM. Blank character sheets for Starfinder can be found at:

Character Creation Guidelines

Follow the standard steps PC pg. 17Player Core page 17
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with the additions below.

1. Create a Concept

Your character is a member of the Starfinder Society, so they must be able to work with any other Starfinder and abide by the Society’s motto: “Explore, Report, Cooperate.”

2. Start Building Attribute Modifiers

Starfinder 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 PC pg. 25Player Core page 25
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.

3. Select an Ancestry

Ancestry follows the normal rules PC pg. 41Player Core page 41
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.

Always Available Ancestries

All players have access to all ancestries and versatile heritages in the Starfinder Player Core without needing to own the book. Players can use any ancestries from other sources (such as the Starfinder Galaxy Guide) provided they own a copy of the source and obey any restrictions on the Character Options page.

Home World

When you create a character, you can decide where they have come from, including their port of call, home world, and deity PC pg. 25Player Core page 25
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.

Languages

All Starfinder Society characters are literate and speak Common as well as any other languages granted by their ancestry. All Starfinder Society characters have Access to all common and uncommon languages.

4. Pick A Background

In addition to the backgrounds allowed by the Character Options page, players who participated in the Starfinder Playtest have access to special Starfinder Playtest Backgrounds, found in the xxYear 1 Player's Guidexx.

5. Choose A Class

Starting Level: Starfinder Society characters can begin play at 1st, 3rd, or 5th level. Regardless of their starting level, characters begin play with 0 XP. Keep a record of your character’s starting level.

6. Finish Attribute Modifiers

Follow the normal rules.

7. Record Class Details

Follow the normal rules.

8. Buy Equipment

Further information on purchasing equipment is in Purchasing Guidelines. New characters can choose to begin with the credits-only (lump sum) option OR the collection of permanent items + remaining credits option listed below:

PC Starting Level Credits-Only Option Permanent Items Option
1st 150 cr - n/a
3rd 750 cr OR - one 2nd-level item
- two 1st-level items; and
- 250 cr
5th 2,700 cr OR - one 4th-level item
- two 3rd-level items
- one 2nd-level item
- two 1st-level items
- 500 cr

9. Calculate Modifiers

Follow the normal rules.

10. Finishing Details

Introduction Notes: The beginning of Starfinder 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 Starfinder Galaxy Guide contains information on the campaign setting you can use for this purpose.

Age: Characters must be at least young adults to be accepted as members of the Starfinder Society.

No Unholy PCs: Starfinder Society characters cannot be sanctified unholy.

Deities and Philosophies

Characters can worship and gain mechanical benefits from any deity listed in the table of gods in the Player Core (beginning on page 35) so long as they follow the deity’s listed divine sanctification rule and the deity is not limited or restricted. (See the Character Options page for whether a deity is limited or restricted.)

Characters can revere deities they do not worship. Revering a deity means that your character might do things like wearing the deity’s holy symbol, attending the deity’s religious services, or performing other acts of obeisance that aren’t rewarded with spells or divine powers. A character can revere as many deities as they wish, but can worship and receive power from only one.

Some deities, such as The Devourer or Urgathoa, require their followers to be sanctified unholy; because Starfinder Society characters cannot be sanctified unholy, these deities cannot be worshiped to gain benefits. Characters can also be agnostic, atheist, or can follow the tenets of philosophies PC pg. 39Player Core page 39
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rather than deities.

Edicts and Anathema in Society Play

To allow a wide variety of characters in Starfinder Society play, the rules around edicts and anathema are slightly relaxed. All characters can participate in Starfinder Society adventures without running afoul of their deity’s or classes’ edicts and anathema. Assume the Society has ensured that attempting to perform the primary objective of an official Starfinder Society mission by itself will not cause a character to fall out of favor with their deity.

Likewise, while edicts are valorous actions praised by a deity, a character does not need to perform their deity’s edicts to the exclusion of other activities or if doing so would prevent the smooth progression of play at the table.

An anathema in Starfinder Society is always personal. The actions of one PC at a table can never cause another PC at the table to fall. However, other characters are welcome to express their disapproval provided it does not interfere with the progress of the game.

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

Pawns

In Encounter Mode, each PC is represented by a pawn. Each other creature controlled by a PC whose location outside their PC’s square affects the encounter is also represented by a pawn. PCs cannot place more than 2 pawns per adventure, including their own.

Creatures that do not count toward this pawn limit:

  • Familiars
  • Temporary creatures who last no more than an encounter or two
  • Creatures who stay in their controller’s square during combat

For in-person games, the Starfinder Roleplaying Game uses maps with a standard 1-inch grid to determine movement and tactical positioning in combat. You need a physical representation of your character to use on the grid. Paizo partners offer a wide variety of gaming miniatures so you can find just the right figure for your character.

For digital play, use a digital image. Ask your GM for their preferred image format and size.

Purchasing Guidelines

At character creation and between adventures, you can purchase items according to the rules below. The same rules apply during an adventure as long as you are in a settlement with at least 5,000 residents.

You can purchase all… …with an item level of…
common equipment or equipment the character has Access to in sanctioned Starfinder content the character’s level or less (minimum 2).
equipment listed on the character’s Boons the character’s level +2 or less.
items and services purchased with Achievement Points (AcP) n/a*

* item levels not applicable to AcP purchases unless otherwise specified

Players still follow the normal resource ownership rules (see the Character Options page).

Characters have Access to items on adventure Chronicles applied to that character. Weapons and armor found on Chronicles can be upgraded following the normal upgrading rules.

Any basic equipment weapon or armor your character has access to can be purchased in a precious material version, provided you have Access to weapons or armor made of that precious material. The weapon or armor must still meet any requirements for using that precious material.

No PC to PC Exchanges

In Organized Play, you can never permanently transfer items or funds between PCs, but one PC can allow another PC to use their items (including consumables) during an adventure. This means a PC cannot buy, sell, trade, or donate items to another PC. This rule does not affect the ability of PCs to pool their funds to remove afflictions.

Borrowed items are returned at the end of the adventure in whatever condition they are in at that time. Unused consumables are returned like any other item, but there is nothing to return when borrowed consumables have been used. If you expend a borrowed consumable or another PC uses one of their consumables on you, you can replace the item, though you are not required to do so; such cases are not considered PC to PC exchanges.

Spellcasting Services

All Starfinders have access to spellcasting services related to condition removal at any Starfinder lodge. Spellcasting services are always automatically successful, but never critically succeed. If a spellcasting service requires a counteract check it must be purchased at one spell rank higher than the effect it is counteracting; the check always succeeds. Costs for spellcasting services can be found in Spellcasting Service Costs, and GMs are required to use these costs unless the scenario specifies otherwise.

Spells

Any prepared spellcaster can work with tutors at the Lorespire Complex, using the Learn a Spell activity to learn any common spells or spells they have Access to. This adds no additional material cost beyond the standard cost for the Learn a Spell activity. Having Access to a scroll does not grant Access to the spell, but a character with Access to a scroll can buy a copy of it and learn the spell from it.

Formulas

The Starfinder Society sells formulas to its agents for all items the agent has Access to with the exception of items that have a number restriction on purchasing them. Items with a number restriction, including Unique Items, are so esoteric that the Society does not own the formula and so complicated that it is not possible to reverse engineer the formula even with a legendary degree of skill.

Applying and Transferring Upgrades

The Starfinder Society has specialists at the Lorespire Complex who can improve the grade of equipment, install upgrades, or swap out upgrades for agents in good standing. This service is free and requires no check, but is only available before the adventure briefing or once the adventure is complete unless stated otherwise in the adventure. Only the service of upgrading or installing is free, however. Characters must still pay the usual difference in cost between grades and provide any upgrades to be installed.

You can install or swap out upgrades yourself. This requires a repair kit but does not require a skill check. You can use Downtime Crafting to increase the grade of your equipment.

Selling Gear

All gear is sold back for half of the credits the character originally paid. Equipment that was purchased as part of a bundle, such as a class kit or a magic weapon, can only be sold back as part of the same bundle, and all parts of the bundle must be sold. Partially used consumables cannot be sold back.

A pregenerated character's gear can never be sold, although there is an equivalent discount for removing conditions from pregens at the end of an adventure. See After the Adventure and Spellcasting Service Costs for details.

Recording Purchases

All purchases must be recorded on a Chronicle Sheet or on a separate record tracker.

Rebuilding Characters

When rebuilding your character in any way, you must describe all changes on your next Chronicle Sheet. You can never create a character using Rebuilding or Retraining that you could not build without it.

New Character Free Rebuilds

After playing a new character, you might find aspects of your character you would like to change. Don’t worry! Until you play a game in which your character starts with 12 or more XP, you can freely rebuild any aspect of your character. This counts as building the character for Boons that apply when you build a character. If this would change the character’s equipment, you can sell back equipment at 100% of the credits paid. This otherwise follows the rules for Selling Gear. The character retains their character number.

For retraining options available once your character reaches 12 or more XP, see Player Options: Downtime Retraining.

Rule Changes

The Starfinder Roleplaying Game is a living game, meaning sometimes game elements change over the course of a PC’s career. However, if you begin playing an adventure before the effective date of a rule change, you are not required to use the updated rules for that play of the adventure. Similarly, if a convention or other gaming event begins before the effective date of a rule change, you are not required to use the updated rules for adventures run as part of that event.

If a rule change modifies an element of your character, you could be eligible for a partial rebuild. See Errata Rebuilds for more details.

Playing an Adventure

Once you have created a character or selected a pregen, it's time for the main event: playing an adventure!

About Adventures

The adventures written for the Starfinder Society campaign are Starfinder Society Scenarios: 2-3 hour adventures, each a single episode in a continuing story.

Rules for additional types of adventures can be found in GM Options: Additional Adventures.

Level Ranges

In a typical home game, the PCs are all the same level and face challenges tailored to their level. In Organized Play, more flexibility is necessary so characters of different levels can participate smoothly in the same adventure. Each adventure lists the character levels that are eligible to play it, as well one or more level ranges within the adventure.

Starfinder Society adventures are written for four to six PCs.

Maximum Table: Tables cannot have seven or more players.

Minimum Table: A GM can run a table with two or three players in some situations. See Table Size Scaling for details.

Before the Adventure

Before the game starts, choose a character to play. This can be one of your existing characters or a pregenerated character (pregen), but it must fall within the allowed levels for the adventure. If you choose a pregen, you must also choose an existing character of lower level, a first level character, or a brand new character to assign credit to.

Assigning Credit

The GM will provide a sign-in sheet to record your character’s name, Organized Play ID, Character Number, and level as well as any contact information the GM needs to send your Chronicle to you.

If you are playing a pregen, use the character number of the character who will receive credit for the adventure. At this point, the Chronicle for the adventure is assigned to that character.

One Character per Adventure

You can have as many active characters as you want in Organized Play. However, you can play only one of your characters during a specific adventure.

One Adventure per Character

A character can only take part in one adventure at a time. From the time the character begins an adventure to the time Chronicles are issued, that character cannot be involved in any other adventure. Characters engaged in play-by-post are considered busy and cannot be used in another game while the play-by-post is running.

Rules for Replaying

One Chronicle per Character: Each character can only earn one copy of a Chronicle for any single adventure. You cannot replay an adventure for credit with a character that has already received credit for that adventure.

Notify the GM: Inform the GM that you have already played the adventure or run it as a GM. Although GMs are asked to be flexible, the GM maintains the right to deny running the adventure for you if they feel uncomfortable running the event for players who have foreknowledge of the story.

No Spoilers: When you are replaying an adventure, avoid spoiling the adventure’s plot or using insider information to affect gameplay. Doing so can be grounds for the GM to remove you from the table. In general, be mindful in separating player knowledge from character knowledge, and if you are uncertain how to proceed, speak privately with the GM to determine the best course of action.

Reporting and Rewards for Replaying

Replays of adventures earn rewards for the playthrough normally; that is, they earn a Chronicle and the same rewards a first-time player would earn. They get access to any Boons and items on the Chronicle as well as credits and XP, all subject to the outcome of the adventure.

GMs do not record or report Organized Play numbers of players replaying for no credit.

During the Adventure

Mission Briefing

Each adventure typically begins with a briefing, either in the form of a message, a meeting with a Venture-Captain, or a job offer from an outside employer.

Hero Points: Immediately after the mission briefing, the GM will distribute initial Hero Points. PC pg. 405Player Core page 405
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Daily Preparations: In most cases, PCs can perform their daily preparations (changing prepared spells, preparing staves, etc.) after the mission briefing and questions. In exceptional circumstances, such as if the briefing is interrupted, a GM might determine there is not time for such adjustments before the mission.

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

Treasure

You will typically find items during play. These items are available for use during the adventure.

Once Per Adventure Options

Character Options that can be used less often than once per day can be used once per adventure in Starfinder Society play.

Crafting

Characters are not able to craft items during an adventure. The only permitted crafting happens during Downtime (see Downtime Crafting).

Run Prudently

The Paizo Organized Play program strives to provide a fun, engaging, consistent experience at all tables. GMs are required to run Paizo Organized Play adventures as written, but are empowered to make adjustments to suit the table, fix obvious errors or typos, use alternate maps, and ensure all players have the best possible experience.

GMs must allow you to use legal character options and cannot change the mechanics of those options. GMs can change the presentation of adventure elements (reskin) to avoid phobias or otherwise ensure a positive experience for all players, but cannot change the mechanics of those elements.

For additional details, see Permitted Table Adjustments. For legal character options, see the Character Options page .

After the Adventure

After the game, you and your GM will complete some brief housekeeping steps.

Issuing Official Chronicles

After every adventure, the GM issues each player a Chronicle to document the rewards earned by a PC during a particular adventure.

Each Chronicle includes a summary of the adventure; indications of any choices made along the way which could impact the future of the campaign; and a log of rewards earned while exploring. It also provides areas for notes, purchases, and the acquisition/removal of conditions.

GMs must use the Chronicles included in the adventure or the adventure's sanctioning documents. GMs cannot create their own custom chronicles. Changes made to increase accessibility for the GM or players, such as enlarging the text to improve readability, are permitted and encouraged and do not invalidate Chronicles.

Record-Keeping

Organized Play characters rely on good record-keeping to ensure accurate information while playing. Most commonly, players track purchases, Downtime, and other notes on their Chronicle Sheets. However, you can use other tracking methods such as spreadsheets, text documents, or tracking software. If you use another tracking method, you must ensure all the data on each Chronicle is reflected in your records.

Regardless of your tracking method, you must keep copies of all Chronicle Sheets. Your Chronicle Sheets for a particular character must be available for review at all games that character plays in.

You can choose to keep their records digitally or in paper files. If stored digitally, you must be comfortable with GMs handling your device while reviewing records. If in paper files, all pages must be carried to games.

Ongoing Effects

The Starfinder Society takes care of its members by removing most ongoing non-permanent negative conditions and repairing agents’ damaged (but not destroyed) gear to the condition it was in at the start of the adventure. These services are free and automatic.

Some effects are not removed for free and require special attention. They are detailed below.

Ongoing Afflictions

During an adventure, a character might gain afflictions or harmful conditions such as curses, diseases, poison, or death.

All permanent afflictions must be cleared from the character before the end of the adventure. The following conditions are not automatically removed and must be cleared from the character before the end of the adventure or the character ceases to be available for Organized Play and must be marked dead on the Chronicle and when reporting the game:

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

Affliction removal applies to pregenerated characters. Any unresolved afflictions on a pregen carry over to the Starfinder Society character receiving credit for the adventure. If that means the character would be marked dead, they are marked dead immediately.

Removing Afflictions

Other PCs can use their spells, feats or class abilities to assist characters in recovering from negative effects. They can also contribute consumables or credits, but are not required to. Characters can always use credits earned during the adventure to clear conditions. Condition removal purchased using AcP or credits automatically succeeds as long as success is possible.

Costs for removing conditions and the discount for removing conditions from pregens are found under Spellcasting Service Costs.

Players can also use the Second Chance AcP Boon (to clear death) or the Starfinder Condition Removal AcP Boon (to clear all other conditions.) When it is not feasible to purchase these Boons immediately after the game, GMs are encouraged to work with players to ensure that the Boon is purchased in as timely a fashion as possible, and not immediately mark the character “dead” as above.

Ongoing Spell Effects

All permanent or ongoing spell effects end at the end of the adventure, just after resolving negative conditions.

Adventure Rewards

Your character earns a variety of rewards for completing the adventure.

Chronicle Boons

Once completed, some adventures grant access to Boons. These Chronicle Boons will be noted on the Chronicle.

Credits

At the end of an adventure, the GM awards the PCs credits. These credits are a fixed amount for each character level. A character always earns these credits for completing the adventure. See GM Basics for a complete list.

Experience Points

Each time you play an adventure, your character receives experience points (XP). Typically, you gain 4 XP for completing a Starfinder Society Scenario.

Downtime

Not every Starfinder works for the Society full time. Some are trained artisans, professionals, or performers and earn extra income between missions. Scenarios grant two days of Downtime per XP earned.

Downtime is spent after every chronicle. If a Chronicle is assigned but not immediately applied (see Applying Credit), then wait to calculate downtime until the Chronicle is applied.

Multiple activities can occur in a single Downtime, but you can only ever roll once for any particular activity in any given Downtime. Complete any other Downtime activities (crafting, retraining, etc.) before beginning Earn Income checks. Checks to Earn Income do not carry beyond the Downtime in which the check was made.

For most PCs, Downtime will be spent Earning Income by rolling a Crafting, Performance, or Lore check and consulting the table below. This table is a modified version of the Earn Income table from the Player Core PC pg. 186Player Core page 186
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that uses a default Task Level of your character's level - 2.

On a critical success, treat your PC level as 1 higher to determine results, to a minimum level of 3. On a critical failure, you gain nothing from Earn Income during that Downtime.

Players are responsible for rolling and recording their own Downtime activities and results and can choose not to do so if they prefer to simplify play. Alternately, for players seeking more in-depth Downtime, the Player Options and Tools section includes rules for additional Downtime activities.

Table: Earn Income Pre-calculated

EARN INCOME (FOR 8 DAYS)

PC Level DC Failed Trained Expert Master
1-2 14 1 cr 4 cr 4 cr -
3 15 2 cr 16 cr 16 cr -
4 16 3 cr 24 cr 24 cr -
5 18 6 cr 40 cr 40 cr -
6 19 8 cr 56 cr 64 cr -
7 20 16 cr 72 cr 80 cr -
8 22 24 cr 120 cr 160 cr -
9 23 32 cr 160 cr 200 cr 200 cr
10 24 40 cr 200 cr 240 cr 240 cr
11* - - 400 cr 480 cr 640 cr

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

Applying Credit

Normally, Chronicles are applied as soon as they are issued. Apply all Chronicle rewards, Downtime, and ongoing effects and conditions to the character. This must be done before the character’s next game.

When a Chronicle is applied, the following things happen in order: earn adventure credits, complete Downtime, then earn XP. Downtime occurs before leveling up, which affects alternate Downtime options including crafting. Items can be purchased at any time when not playing an adventure, so characters can level up before making purchases, which affects what items are available.

Chronicles earned by playing a pregenerated character have a few additional rules:

  • Pregen Chronicles assigned to a brand new or 1st-level character can be applied immediately to the character at 1st level or held until the character reaches the pregen's level. Chronicles assigned to a character above level 1 must be held until the character reaches the pregen's level.
  • Pregen Chronicles applied to 1st-level characters gain the following limitations:
    • Award credits as if the earning character was 1st level.
    • Characters do not benefit from any Boons or item unlocks on the Chronicle until they reach the lowest level allowed to play the adventure.

Once a PC reaches the level of one or more of their held Chronicles, those held Chronicles are applied immediately in the order in which they were played. Complete Downtime and earn all rewards on one Chronicle (following the order above) before applying the next Chronicle. Downtime checks use the skills of the character who is receiving credit for the adventure at the time the Chronicle is applied.

All credit and rewards from a single Chronicle must be applied before applying another Chronicle. Applying credit in batches can 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 applied are lost.

Leveling Up

Characters advance 1 level for every 12 XP they earn. Characters who are eligible to level up must do so immediately. Starfinder Society XP is a running total and is not reset when you level up.

Being a Game Master

Paizo Organized Play games need more than characters and players–they need GMs to run the game!

GM Basics

Running Paizo Organized Play games is similar to running a home campaign with a few house rules established by campaign leadership. In addition to this section, familiarize yourself with the other sections of the Guide. You need to know what players know, what their expectations are, and how their characters are created, played, and advanced.

Who Can Be a Game Master

Anyone with a valid Organized Play ID can run Organized Play adventures. Local groups and the campaign as a whole benefit as the pool of game masters increases. The Venture Officer network provides support and guidance for all GMs and potential GMs. If you are not sure how to contact your local Venture Officer, contact your Regional Venture-Coordinator from the Organized Play regions list .

Duties of a Game Master

As a Paizo Organized Play GM, you have the following duties:

  • Communicate with your local Event Organizer.
  • Prepare an adventure to offer, including gathering the necessary supplies such as maps, miniatures, and reference materials.
  • Provide a welcoming environment for players.
  • Deliver session results to players via established recording mechanisms.
  • Report the results of the game:
    • Follow your Event Organizer's reporting process.
    • If you are also the Event Organizer, report games directly on the paizo.com My Organized Play page.
    • We encourage you to report games on the My Organized Play page as soon as possible. Try to report games no later than a week or two after they are completed.

Where to Buy Adventures

Paizo Organized Play adventures are available for purchase at paizo.com. They are usually released during the last week of each month. Current production rates include one or two new scenarios each month for each active program, with additional Organized Play content released periodically throughout the year. These adventures are written expressly for use in the Organized Play campaigns.

Paizo also produces additional adventures written for more general use. See Additional Adventures for more about these products and how to use them in Organized Play.

Preparing an Adventure

Because adventures are written for a variable number of characters across a range of levels, GMs need to adjust the adventure to their table as below. In addition, when preparing an adventure, remember that the Organized Play adventures errata forum houses the official errata and clarifications to Starfinder Society adventures.

Table Size Scaling

Starfinder Society adventures are written for four to six PCs. However, a GM can run a table with two or three players in some situations. Make the following adjustments:

  • Adventures with a minimum level of 5 or lower: can be run for a table of two or three players by adding Iconic Pregens at the appropriate level to meet the minimum table size of four PCs. The GM can either play these characters themselves or have one or more players play them, provided the player or players agree. Iconic Pregens are available for 1st, 3rd, and 5th level.
  • Adventures with a minimum level of 6 or higher: can be run for a table of 3 players, but only if all players at the table agree. A "hard mode" playthrough like this is expected to be satisfying, but remember that adventures are designed for a minimum of four PCs. Players and GMs are cautioned that playthroughs on "hard mode" will be more difficult than normal.
  • All levels: If there are still not enough players even with these adjustments and there is a player available who has already played the adventure, they can play for no credit at the table, even if the character they use has already received a Chronicle for this adventure.

Adjusting Difficulty

Encounters in Starfinder Society Scenarios are balanced for six PCs of the lowest level for that adventure (for example, six level 1 PCs in a levels 1-2 adventure). Each encounter also contains Easier and Harder adjustments in a sidebar. GMs use their best judgement and adjust encounters accordingly based on the number of PCs, their level, and the players’ experience level.

There are no rigid rules on when to use these adjustments. A party of six high-level PCs might seem like the ideal case for the Harder adjustment, but if the players are all relatively inexperienced, the standard difficulty could be best. In most cases, a four-PC party of low-level characters would use the Easier adjustment, but there are situations where the GM or players prefer not to apply it, such as if all players are experienced and want a challenge.

A GM’s goal is for the players to complete the adventure and feel as if they have overcome obstacles to do so. Attempt to run games which are neither extremely easy nor extremely hard; cakewalks are not the desired experience, but neither are consistent TPKs. GMs can alter their adjustments partway through an adventure based on the PCs’ performance, using different adjustments for different encounters.

See Permitted Table Adjustments for guidance on additional adjustments and GM discretion in balancing difficulty.

Running an Adventure

Hero Points: At the beginning of an adventure, each PC receives 1 Hero Point. During play, GMs are expected to follow the normal GM guidelines and hand out additional Hero Points at a rate of approximately 1 Hero Point per hour of play. PC pg. 405Player Core page 405
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Secret Checks: Unless a scenario says otherwise, GMs are free to choose how to handle secret checks PC pg. 397Player Core page 397
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on a check-by-check basis and adapt based on the mood and pacing of the table.

If players rolling their own secret checks use information that their characters would not have to determine their actions, then remind them their characters would not have that information and encourage them not to use it. See Running Secret Checks for further discussion.

Permitted Table Adjustments

GMs are empowered to make certain limited adjustments at their tables.

GM Adventure Adjustments

The Paizo Organized Play program strives to provide a fun, engaging, consistent experience at all tables. GMs are required to run Paizo Organized Play adventures as written, but are empowered to make adjustments to suit the table and ensure all players have the best possible experience.

GMs must:

  • Ensure players experience all major plot points and NPC interactions (excluding optional or bypassed encounters)
  • Run combat encounters without substantially increasing difficulty, except as dictated by the scenario
  • Maintain the presence and functioning of skill checks, subsystems, and similar challenges, while allowing for creative player solutions

GMs can:

  • Adjust obvious typos or errors in a scenario
  • Use alternate maps (or areas of provided maps) for encounters
  • Reskin enemies to avoid phobias or for personal preference without altering mechanical traits

GMs must not:

  • Change player-facing armor, feats, items, skills, spells, statistics, traits, weapons, or any other mechanics of player character options
  • Disallow legal character options
  • Add new encounters or NPCs with mechanical weight or influence
GM Discretion

As a Starfinder Society GM, you have the right and responsibility to make whatever judgments you feel are necessary—within the rules—to ensure everyone has a fair and fun experience at your table.

This does not mean you can contradict rules or restrictions outlined in this Guide, a published Starfinder RPG source, errata document (like the Starfinder FAQ and Errata), or official FAQ (like the Starfinder Society FAQ) on paizo.com. It does mean that only you can judge what is right for your table in situations not covered in those sources.

As the GM, you are empowered to make changes at your discretion including the list below. Note that the actions listed are explicitly allowed, but this is not a complete list of every possible situation that could require GM discretion. You can make changes including:

Table Rulings

  • Interpret situations or player actions not covered by the rules.
  • Interpret unclear rules.
  • Determine the effects (if any) of terrain or environmental conditions described in the adventure but not given mechanics.

Content Adjustments

  • Change aspects of the scenario’s description and story as appropriate for the players at the table as described in "A Welcoming Environment." GMC pg. 6, CRB pg. 485GM Core page 6
    Core Rulebook page 485
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  • Make changes to satisfy the Acceptable Content section of the Community Standards and Expectations.
  • Modify creature tactics when invalidated by errata or official clarifications

Responses to PC Actions

  • Modify creature tactics when invalidated by PC actions.
  • Interpret reactions of NPCs to good roleplaying, including effects on the outcome of an encounter.
  • Interpret the use of alternate skills or creative solutions to bypass or overcome traps, skill checks, and obstacles.
    • DCs and results of a check are part of the mechanics and cannot be changed.
  • Move missed plot points to areas where they can be encountered.

Unless an encounter is marked as optional, it is required. This does not prevent players from circumventing encounters with clever play. Otherwise, the only generally valid exceptions are due to time constraints: a venue closing imminently or a convention slot ending.

If a particular issue comes up repeatedly or causes a significant problem in one of your games, please raise any questions or concerns on the Organized Play GM Discussion forum where Venture-Officers, members of Paizo’s Organized Play team, or fellow GMs can help you resolve it.

Death and GM Discretion

Given the dangers characters face once they become Starfinders, character death is a very real possibility (and a necessary one to maintain a sense of risk and danger in the game). However, GMs are asked to consider the player's experience when deciding whether to use especially lethal tactics or target a character in extreme danger of death, especially when the player is new to the game.

Creative Solutions

Sometimes during a game, your players might surprise you with a creative solution that the adventure did not anticipate. Rewarding the creative use of skills and roleplaying makes games more fun for the players. If your players find another solution that resolves or bypasses an encounter, give the PCs the same reward they would have gained by resolving the encounter as the adventure anticipated.

The Starfinder Society never wants to give the impression that the only way to solve a problem is to kill it.

It is also possible that the PCs will kill an NPC with an important piece of information or destroy a critical clue. Unless the scenario specifically instructs you to withhold that information, you are free to improvise an alternate way for the information to survive and reach the PCs.

For additional discussion and examples, see Advice for Running.

Concluding an Adventure

Once the game is finished, issue Chronicles to the players and GM.

Filling Out a Chronicle

The sections of a Chronicle are detailed below. Sections marked with an asterisk (*) include some element that GMs must address before players leave the table, either by filling it in themselves or asking the players to fill in the appropriate information. Players can fill out other sections between sessions.

Table: Sample Chronicles by Season

  • (A.) Adventure Name/Number: Preprinted on the form.
  • (B.) Character Name: Name of the hero who took part in this adventure.
  • (C.) Character Number:* Unique identifier for the character played, including the player's Organized Play ID and the character's number.
  • (D.) Partner Code: A unique code that identifies the Chronicle that can be used by third parties to reference the Chronicle.
  • (E.) Adventure Summary: A brief summary that can include checkboxes to help remind you which choices you made during the adventure.
  • (F.) Boons: Special rewards unlocked for playing the scenario. Also contains instructions regarding Achievement Points..
  • (G.) Treasure Access:* Uncommon or high level items found during the adventure (if used in the campaign).
  • (H.) Variable quantities:* Quantities that depend on character’s level or successes during the adventure, such as treasure.
  • (I.) Event Name:* Name given to the event on paizo.com. This can be useful when the event number is incorrect or illegible.
  • (J.) Event Number:* Unique identifier for the event where the game was played; provided by the Event Organizer.
  • (K.) Date:* Date the adventure was completed.
  • (L.) GM Number:* The GM's Organized Play ID.

GMs are no longer required to sign or initial any part of a Chronicle, even though earlier adventures include boxes for that.

GMs are encouraged to add notes to Chronicles about interesting events that occur during the adventure.

Remember that certain permanent afflictions (including death), if not cleared at the end of an adventure, require a character to be marked as dead on the Chronicle Sheet and reported on paizo.com as dead. See Ongoing Effects for the list of those afflictions and options for removing afflictions, including limited exceptions.

Variable Quantities

Experience Points (XP): Each Scenario awards 4 XP.

Credits: At the end of a scenario, the GM awards the PCs credits based on their character level. A character always earns these credits for completing the adventure.

The chart below lists the credits awarded for each character level.

Table: Credits Awarded
Level Credits
1 140 cr
2 220 cr
3 380 cr
4 640 cr
5 1,000 cr
6 1,500 cr
7 2,200 cr
8 3,000 cr
9 4,400 cr
10 6,000 cr

GM Chronicles

Game Masters earn GM table credits and Achievement Points each time they GM an adventure. You can earn a Chronicle for GMing every time you GM the adventure. If you GM an adventure but do not take a Chronicle for it, report the game on paizo.com using your Organized Play ID number as usual, but leave the character number blank.

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

  • Chronicles earned by GMing must be assigned to characters when received.
  • Chronicles earned by GMing provide full rewards. This includes 100% of all credits, XP, Downtime, and access to items and Boons.
  • A GM's character receives credit for the level range they are in when the Chronicle is applied, regardless of the level at which the GM ran the adventure.
  • GMs can choose not to receive a Chronicle for any game they run, deferring it to a future run.
  • GMs can assign Chronicles to characters currently playing another adventure. In this case, apply the Chronicle after the character completes their current adventure.
  • Chronicles earned by GMing and playing count equally for the One Chronicle per Character rule.

When a Chronicle is assigned to a character who is below the lowest level allowed to play the adventure, treat it as if the GM had played a pregenerated character at the lowest level allowed to play the adventure.

The GM can choose any combination of checkboxes / Boons / rewards that could have been earned by a player. The GM is not limited to the results of the players at any particular table; however, they must select rewards that could have been earned during a single play of the adventure.

Special Cases

The following rules are unlikely to come up at most tables. Many of them ideally never come up. They are included here for when they are needed.

Campaign Leadership

The people with the authority to issue rulings for the Starfinder Society campaign are:

  • Alex Speidel (Convention and Organized Play Manager), and
  • Jessica Catalan (Senior Starfinder Society Developer)

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

Rules Variations

From time to time, players might encounter different rules sources with minor variations in the rules. In general, the most current English-language printing of the rulebook in question is the definitive source. For this Guide, the most current printing is the English version on this webpage.

Errata Rebuilds

The following guidelines allow players to update or convert existing characters to use the most current rules. Campaign Leadership might allow additional changes in the case of specific errata.

Class Features and Archetype Abilities: If an errata or FAQ changes an attribute modifier-dependent feature of a class or archetype, you can rebuild your character to its current XP. You can keep the same equipment or choose to resell any equipment that augments the altered ability score at full price.

If an errata or FAQ changes one of your character's class features for which there are multiple options (such as a mystic connection), you can switch that class feature to a different one that your character would have qualified for at the same level when they first received the class feature. Any abilities that have the removed feature as a prerequisite can also be altered in the same manner.

If an errata or FAQ changes a class or archetype so that you no longer have proficiency with a given weapon or armor type, you can sell back any affected equipment at full price. You can also swap out any feats directly associated with the affected equipment.

Feats: If a feat changes or is removed from the Character Options page, you can replace the feat and any other feats that have the modified feat as a prerequisite) entirely with another feat for which you meet all the prerequisites. If any of the feat’s changes directly reference one or more pieces of equipment you own (such as the weapon selected for the Unconventional Weaponry feat), you can sell back that equipment at full price.

Items: If the price of an item increases, you must sell back the affected equipment at its original full price. So long as you have enough credits, you can repurchase the same item at its updated cost.

Spells: If the rank of a spell changes, you must retrain the altered spell, replacing it with another spell of its original spell rank. You can also retrain one spell of the altered spell’s new rank, but only in order to learn the altered spell. You must sell back any items that use that spell at their current full price based on the spell’s old rank.

Community Standards and Expectations

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

Community Code of Conduct

The version of the Paizo Organized Play Code of Conduct posted on paizo.com is the official version and takes precedence in the case of any conflict with the version below, which is reproduced here for convenience.


Paizo Organized Play, encompassing Pathfinder Society (PFS), Starfinder Society (SFS) and Pathfinder Adventure Card Society (PACS), is an inclusive social event open to everyone, where we intend that all participants may enjoy gaming in a fun and safe environment. Participants are expected to respect their fellow players and work together to create positive and memorable experiences. While conflict between characters may arise, at no time should a player or Game Master (GM) feel excluded or threatened at the table. The Paizo Organized Play organization reserves the right to refuse participation to any person for inappropriate or illegal conduct. All refusals of participation from Organized Play must be accompanied by a reason, duration of refusal, and criteria for rejoining organized play activities.

Inappropriate conduct includes, but is not limited to: the excessive use of foul language, physical or verbal aggression/intimidation, lewd conduct, inappropriate physical contact, unwelcome sexual attention, slander, stalking, or harassment/discrimination based on age, disability, ethnicity, gender or gender expression/identity, race, religion, sexuality, or any other reason.

Complaints under this policy should be brought to the Event Organizer or a Venture-Officer, who will work to resolve the issue or escalate the issue to the next level within the PFS organization. As an alternative, issues may be reported to the Organized Play Coordinator (OPC) via email at organizedplay@paizo.com . Issues will be resolved at the lowest level possible within the Organized Play organization. In the case that escalation is necessary, the OPC is the final arbiter of any dispute arising from application of this policy.

Illegal activity needs to be escalated to proper authorities such as convention organizers, facility security, local police, or other appropriate organizations. Event Organizer or Venture-Officers are available to assist participants with contacting local law enforcement, providing escorts, or otherwise help participants feel safe for the duration of an event.

Paizo recognizes that there may be themes included in the Organized Play campaigns that result in uncomfortable situations at the gaming table. If content within a scenario or another character at the table presents cause for concern, we request players identify the issue to the Game Master either vocally or by passing a note. We ask that GMs help the table respect attendees’ sensibilities and reduce/redirect problematic themes once identified. If a participant has been asked to stop any problematic behavior, they are expected to comply immediately, or will be asked to leave the table.

Once again, the intention of Paizo Organized Play is to provide a fun and inclusive gaming environment. The above policy is in place to help further that goal. By joining any Organized Play table, participants are agreeing to the terms and conditions of Paizo Organized Play.

Acceptable Content

Starfinder Society games use the Starfinder Baseline. Circumstances such as venue restrictions, table composition or player needs can require additional adjustments to the baseline. GMs are encouraged to choose alternate descriptions, utilize Lines and Veils, or incorporate X-Cards to provide the best gaming experience possible.

The version of the Starfinder Baseline published in the Starfinder GM Core is the official version and takes precedence in the case of any conflict with the version below, which is reproduced here for convenience.

Note: The Pathfinder Baseline is included in this Guide temporarily until the Starfinder Baseline is publicly released.


The Pathfinder Baseline

You might find that your players don’t have much to say on the topic of objectionable content, and just assume that general societal mores will keep the most uncomfortable topics out of the game. That’s not always enough, as that approach relies on shared assumptions that aren’t always accurate. The following is a set of basic assumptions that works for many groups, which you can modify to fit your preferences and those of the other players.

  • Bloodshed, injuries, and even dismemberment might be described. However, excessive descriptions of gore and cruelty should be avoided.
  • Romantic and sexual relationships can happen in the game, but players should avoid being overly suggestive. Sex always happens “off-screen.” Because attempts at initiating a relationship between player characters can be uncomfortably similar to one player hitting on another, this should generally be avoided (and is entirely inappropriate when playing with strangers).
  • Avoid excessively gross or scatological descriptions.

The following acts should never be performed by player characters:

  • Torture
  • Rape, nonconsensual sexual contact, or sexual threats
  • Harm to children, including sexual abuse
  • Owning slaves or profiting from the slave trade
  • Reprehensible uses of mind-control magic

Villains might engage in such acts, but they won’t happen “on-screen” or won’t be described in detail. Many groups choose to not have villains engage in these activities at all, keeping these reprehensible acts out of mind entirely.


Do Not Cheat

Maintain the integrity of the game. Cheating behaviors include, but are not limited to, falsifying rolls, forging records, using unapproved resources, not owning the sources used by your character, and lying to GMs and Event Organizers. Participants caught cheating will be barred from Paizo Organized Play events for an amount of time dependent on the severity of the offense. Repeat offenders will be banned from all Paizo Organized Play activities.

Keep Good Records

Paizo Organized Play uses a combination of character sheets, Chronicles, and record trackers to chart character progression. GMs and Event Organizers rely on these documents to keep the campaigns honest, fair, and fun for everyone. It is your responsibility to maintain accurate records. Always bring either paper or digital copies of your character sheet and supporting documentation such as Chronicles and record trackers of any character you wish to play to Paizo Organized Play events. If using paper copies, we suggest keeping them all together in a binder, with a folder for each character.

If you cannot produce the supporting documents for your character, the GM can ask you to play a pregenerated character instead.

No Character-versus-Character Combat

In keeping with the “Explore, Report, Cooperate” motto, engaging in non-consensual character-versus-character conflict is prohibited. Players must obtain the consent of other players before taking an action that would intentionally include another Player Character in a damaging effect or other or harmful effect (such as effects that impose negative conditions).

Some examples include casting a harmful spell on another Player Character or an area that includes them, using abilities with an area of effect that would deal damage to another PC, or moving so that another PC is affected by a harmful emanation surrounding your character.

This rule does not apply in situations where a character is not acting of their own free will, such as if they’re being mind-controlled by an NPC and forced to attack a fellow PC.

Dealing with Problems

While hopefully rare, sometimes out-of-game problems happen. See the policies below and check with your local Event Organizer or Venture-Officers for guidance.

Dealing with Cheating

Cheating is rare, and it can be a rather heated topic. If you suspect that a player is cheating, it’s always a good idea to take a step back and consider the possibility that they are instead making an honest mistake. Inaccurate numbers on a character or mistakes on a Chronicle are far more likely to be math errors than deliberate cheating. When you see these issues, keep an open mind and work with the player to resolve them. Other issues are more clear-cut, such as lying about the results of a dice roll or the contents of their character sheet or breaking the rules even after being informed of what they are.

If you believe a player is cheating, record the Organized Play number of that player and ask them to leave your table. Afterward, send an email to the Organized Play staff at organizedplay@paizo.com, including the player’s number and as much detail as you can remember about the situation.

Dealing with Distractions

No game table is completely free of distractions. However, if something (like an electronic device) creates an ongoing distraction, a GM can request that the player put it away or police their use of the device (such as not also using a tablet computer to play a video game). If the device continues to be a distraction, the GM has the right to ban that particular item for the duration of the game.

Dealing with Interruptions

Sometimes players lose access to their character sheet, whether due to device issues, drink spills, or something else entirely. If a player can no longer use their character sheet for any reason, they can use an Iconic Pregen for the remainder of the adventure and apply the adventure rewards to their original character.

Sometimes circumstances prevent a player from completing an adventure altogether. Reasons include—but are not limited to—personal emergencies, device battery issues, venue problems, and bad timing.

To mitigate the impact on the table, GMs can exercise their discretion by adjusting the adventure's level range or scaling to accommodate the remaining players, bringing in the Iconic Pregen that most closely resembles the lost PC, or postponing the game until all players are able to complete the adventure.

If a player leaves the table and the game continues, the GM is asked to make reasonable efforts to provide a Chronicle Sheet to the player as soon as possible. The player receives 1 XP per hour played for Scenarios (up to a maximum of 4 XP). They otherwise receive rewards based on the party's actions up to the point when they left the game.

Exception: In the (hopefully rare) case of a medical emergency (defined as a player needing immediate, unexpected, professional medical treatment), that player’s Chronicle is filled out as if they had played the full session and they earn the same benefits as the rest of the table.

Violation Enforcement Procedures

If a player is removed from a table for violating the community standards, then it is the responsibility of the table GM or Event Organizer to advise their local venture-officer of the situation. The GM or Event Organizer will advise the player of the report and provide the player with the venture-officer's contact information so the player can present their side of the issue. Rules infringements will be kept on file, as continued violations will result in suspension of Organized Play membership.

For additional details on Organized Play policy on responding to infractions, including required documentation, see the VO Handbook.


Player Options and Tools

My Organized Play

Every registered Organized Play participant has a record on paizo.com . You can access this information by direct link or by visiting paizo.com , hovering/clicking on the My Account at the top right of the screen, then selecting Organized Play. There are several tabs on your account page:

  • Summary: A list of your GM rankings, all registered characters, and character Reputation totals. You can create new characters by selecting the desired type at the bottom of the screen.
  • Sessions: A chronological list of all your games, which you can sort using the criteria on the left.
  • GM/Event Coordinator: A list of points you have earned (such as AcP and GM table credits), a list of events you are coordinating, and a button to create new events.
  • Boons: A list of all currently available boons in each program. See the Player Rewards section below for rules on Boons.

If you find an error in your session list, send an email to orgplayreportingerrors@paizo.com with details and any supporting documentation you have for the correct data.

Player Rewards

In addition to adventure rewards, players can also choose to use the optional rewards systems in this section.

Achievement Points

Players earn Achievement Points (AcP) by participating in and reporting Paizo Organized Play games. AcP is an online currency used to purchase character Boons. Each Organized Play program has its own separate pool of AcP. The Boons tab of your My Organized Play page lists AcP Boons available for purchase.

Events are given different multipliers for the base AcP earned based on number of games played, regularity, and so on. Current event classifications are:

Table: Event Type and AcP

Event type Examples AcP multiplier Player AcP
(1 Scenario)
Standard • home games
• one-time events
1.00 4
Standard Plus • regular local gamedays
• conventions with <15 games run
1.25 5
Standard Convention conventions with 15-74 games 1.50 6
Premier Convention conventions with 75+ games 1.75 7
Premier Plus Convention PaizoCon, Origins, GenCon 2.00 8

Boons

Boons are small in-game rewards distributed for a variety of reasons, including playing certain adventures, attending events, and supporting charities. Boons must be stored or recorded alongside your adventure Chronicles and presented to GMs on request.

Achievement Point, Chronicle, and Game Reward Boons can be found on the Boons tab of your My Organized Play page. To purchase a Boon, select a character from the dropdown list, then click the purchase button of the desired Boon. A list of purchased Boons appears at the bottom of the page, including a link to download a PDF copy of the Boon sheet for each Boon.

Boon sheets are part of your records, stored with your Chronicles in either digital or physical form and available for inspection.

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

You can only apply one copy of any Boon to a character unless the Boon states otherwise.

By contrast, as a player you can earn more than one copy of some Boons. The following rules are the default for how many copies of a Boon a player can earn:

  • Chronicle Boons are earned by completing adventures. By default, Scenarios are repeatable and each of your characters can earn one copy of the Chronicle Boon for a particular Scenario.
  • AcP Boons are bought with Achievement Points (AcP). Unless otherwise specified, you can buy as many copies of AcP Boons you qualify for as you can afford.
  • All other Boons limit you to one copy each.

As usual, specific rules override general rules, so the text of an individual Boon takes precedence over the default rules above.

Types of boons include:

  • Achievement Point Boons: Players earn Achievement Points (AcP) by participating in and reporting Starfinder Society games. AcP can be used online to purchase Boons.
  • Chronicle Boons: Some adventures award an additional Boon. Once the game has been reported on paizo.com, players and GMs can download the Boon from the Boons tab of your My Organized Play page and apply it to the character that received credit for the adventure.

Retail Incentive Program

The Retail Incentive Program (RIP) rewards players with benefits for their characters when they patronize retailers who provide space for Organized Play activities. Purchases made at the location within a stated time period are added together by table and unlock benefits at different levels for the next game played, including some that reduce the severity of failures. Implementation methods vary from store to store and are posted for attendees to review. For more information, read the full policy and consult your Event Organizer for details.

Group Purchases

Players are permitted to pool their money to purchase items or spellcasting services for use in the current adventure. If the PCs buy an item using pooled money that they do not use during the adventure, one PC can purchase the item at the end of the adventure by reimbursing the other PCs what they paid into the pool. If no PC wants to purchase the item, the PCs must sell the item back for half value, reimbursing each PC half of what they paid into the pool. The rule against PC-to-PC exchanges does not apply to these group purchase reimbursements.

Additional Downtime Options

For rules on using Downtime to Earn Income, see Adventure Rewards. Other rules for using Downtime are found below.

Downtime Crafting

You can spend your Downtime to craft following the rules for crafting equipment on pages 236-237 of the Player Core with a few modifications. It is assumed that between adventures, you have access to the tools and workshop necessary to craft equipment. Equipment crafted between sessions is marked on the Chronicle or on a separate record tracker.

Use DCs from the DCs by Level table GMC pg. 53GM Core page 53
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.

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 as necessary to complete the item.
  • Characters can stop crafting and pay the remainder of the cost required to finish the item at any time.
  • Only one crafting project can be started during a Downtime.

Downtime Retraining

Using Downtime to retrain character options PC pg. 433Player Core page 433
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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 up while still in the process of retraining, they can choose options legal for their new build, though the ability is not usable until the retraining is complete. An option being retrained is lost at the time the new option becomes usable.

Spellcasting Service Costs

Use the standardized costs of spellcasting services below in place of the more general published table. PC pg. 243Player Core page 243
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The tables below give the total spellcasting service cost, including materials. Specifically, they incorporate the following rulings for Organized Play:

  • Spells and rituals that take longer than 1 minute to cast always cost 25% more for spellcasting service (not "usually" as in the Player Core)
  • Each required secondary caster adds an additional 50% of the spellcasting service cost
  • Material costs follow the spell description

Condition Removal Spells

These spells require a counteract check as written, but that check automatically succeeds when you purchase a casting. The spells must be cast one spell rank higher than the spell rank of the originating effect. They automatically succeed in removing the condition. Each purchase removes one effect from one source, so it might be necessary to buy multiple castings.

Spell Rank 2 Rank 3 Rank 4 Rank 5 Rank 6 Rank 7 Rank 8 Rank 9
dispel magic* 70 cr 180 cr 400 cr 800 cr 1,600 cr 3,600 cr 7,200 cr 18,000 cr
clear mind,
sound body, or
sure footing**
70 cr 180 cr 400 cr 800 cr 1,600 cr 3,600 cr 7,200 cr 18,000 cr
cleanse affliction*** - 180 cr 400 cr 800 cr 1,600 cr 3,600 cr 7,200 cr 18,000 cr

* 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 Starfinder Society provides castings of cleanse affliction to clear poison and disease from PCs at no cost at the end of every mission. This free service does not include removing curses. When you purchase a casting of cleanse affliction, you can use it to remove one curse on a creature or allow a creature to rid itself of one cursed item. Removing a curse requires a casting at spell rank 4 or higher.

PC Level Dependent Spells and Rituals

The cost of these services depend on the level of the target:

Level Atone* Resurrect**
(intact body)
Resurrect**
(part of body)
Resurrect**
(no body)
Raise Dead***
< 1st 500 cr 2,000 cr 13,500 cr 112,500 cr 4,000 cr
1st 700 cr 2,750 cr 15,500 cr 118,500 cr 4,000 cr
2nd 900 cr 3,500 cr 17,500 cr 124,500 cr 6,000 cr
3rd 1,100 cr 4,250 cr 19,500 cr 130,500 cr 8,000 cr
4th 1,300 cr 5,000 cr 21,500 cr 136,500 cr 10,000 cr
5th 1,500 cr 5,750 cr 23,500 cr 142,500 cr 12,000 cr
6th 1,700 cr 6,500 cr 25,500 cr 148,500 cr 14,000 cr
7th 1,900 cr 7,250 cr 27,500 cr 154,500 cr 16,000 cr
8th 2,100 cr 8,000 cr 29,500 cr 160,500 cr 18,000 cr
9th 4,600 cr 8,750 cr 31,500 cr 166,500 cr 20,000 cr
10th 5,000 cr 9,500 cr 33,500 cr 172,500 cr 22,000 cr


* When purchasing atone spellcasting service from the Starfinder Society, there is no additional cost due to rarity. The atone ritual has an additional cost of 30 days of Downtime spent engaged in a task chosen by your deity. For the purpose of SFS play, the atonement is considered to be complete when the ritual is cast, but the character must still spend its subsequent 30 days of Downtime atoning and cannot use that Downtime for any other purpose.

** When purchasing resurrect spellcasting service from the Starfinder Society, there is no additional cost due to rarity. The resurrect ritual has 3 different prices depending on the amount of the body present:

  • Body present and relatively intact:
    • Does not remove negative conditions present at time of death
    • Target returns clumsy 1, drained 1, and enfeebled 1 for 1 week; these conditions can't be removed or reduced by any means until the week has passed.
  • Only a small portion of the body present:
    • Does not remove negative conditions present at time of death.
    • Target returns clumsy 1, drained 1, and enfeebled 1 for 1 week; these conditions can't be removed or reduced by any means until the week has passed.
  • No body part present:
    • Does not remove negative conditions present at time of death.

*** The raise dead spell does not remove negative conditions present at time of death. Its target returns clumsy 2, drained 2, and enfeebled 2 for 1 week; these conditions cannot be removed or reduced by any means until the week has passed.

Characters With Disabilities

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

Note: items are listed above by their names in the Pathfinder Player Core sourcebook. Pathfinder Player Core drops the word "basic" at the beginning of item names that included "basic" in Pathfinder Lost Omens: Grand Bazaar.

The Society provides these items to PCs who need them for free and replaces them at no cost if they are lost or destroyed. The items are provided at character creation or at whatever point in the character’s adventuring career they become necessary. These assistive items have an effective price of 0 cr for the purposes of resale.

Blind Characters

Characters that are blind from birth or are otherwise permanently sightless cannot detect anything using vision. They automatically critically fail any Perception checks based on vision, are immune to visual effects, and can’t be blinded or dazzled. However, such characters do not have the blinded condition.

Blind characters who either cannot or choose not to remove their blindness hone their other senses. They are not off-guard to creatures that are hidden from them (unless they’re off-guard to them for reasons other than the hidden condition), and they need only a successful DC 5 flat check to target a hidden creature. Normally, such characters cannot remove their blindness later; if they somehow do, they lose these benefits.

Visually Impaired Characters

A permanently visually impaired (but not blind) character takes a -2 or -4 penalty to Perception checks that rely on vision (player’s choice). Wearing corrective lenses negates the -2 penalty or reduces the -4 penalty to a -1 penalty.

Deaf Characters

Characters that are deaf from birth or are otherwise permanently without hearing cannot detect anything using hearing. They automatically critically fail any Perception checks that require hearing and are immune to auditory effects. However, such characters do not have the deafened condition.

Deaf characters who either cannot or choose not to remove their deafness gain additional benefits. They have enough practice to cast spells and activate magic items without issue, but if they perform an action they are not accustomed to that involves auditory elements, they must succeed at a DC 5 flat check or the action is lost. They gain the Sign Language feat PC pg. 262, CRB pg. 266Player Core page 262
Core Rulebook page 266
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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
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even if they do not meet the prerequisites. Normally, such characters cannot remove their deafness later; if they somehow do, they lose these benefits.

Hearing Impaired Characters

A permanently hearing impaired (but not deaf) character takes a -2 or -4 penalty to Perception checks that rely on hearing (player’s choice). Wearing hearing aids negates the -2 penalty or reduces the -4 penalty to a -1 penalty.

Characters with permanent hearing impairment gain the Sign Language feat PC pg. 262, CRB pg. 266Player Core page 262
Core Rulebook page 266
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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
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even if they do not meet the prerequisites. Normally, such characters cannot remove their hearing impairment later; if they somehow do, they lose these benefits.

Non-Speaking Characters

Non-speaking characters have enough practice to cast spells and activate magic items without issue. They gain the Sign Language feat PC pg. 262, CRB pg. 266Player Core page 262
Core Rulebook page 266
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for free at character creation, and they can take the Read Lips feat PC pg. 261, CRB pg. 265Player Core page 261
Core Rulebook page 265
(click to close)
even if they do not meet the prerequisites. Normally, such characters cannot gain the ability to speak later; if they somehow do, they lose these benefits.

Characters With Missing Limbs

A character missing an arm and who is not wearing a prosthetic cannot use two-handed weapons and items, and must use two actions if an Interact action would require two hands, at the GM’s discretion. If a character missing a leg or foot is not wearing a prosthetic or using a crutch, their speed has a 10-foot penalty.

Characters With Other Mobility Restrictions

A character who is unable or finds it difficult to walk on their own can obtain a wheelchair or traveler’s chair for free at character creation or at whatever point in the character’s adventuring career they become necessary. An impulse control module can also be added to the chair for no cost if required.

Playtest Rules

These are the general rules for Starfinder Society Playtests. See each playtest announcement for any rules specific to that playtest.

Playtest Characters

Players can create characters using options from any published playtest material. These characters are treated as a normal Starfinder Society character and must otherwise follow all Character Creation rules.

Characters can continue using playtest rules even after the conclusion of the playtest period. Once the final version of a previously-playtested class is published, any characters using the playtest version must rebuild to use the new version of the class before their next game.

GM Opt In

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


GM Options and Tools

GM Additional Guidance

Certain circumstances you might encounter as a GM benefit from extended discussion.

Running Secret Checks

In Starfinder 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. 397Player Core page 397
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GMs can at any time allow their players to roll their own results on secret checks. Some Scenarios will make recommendations, such as directing GMs to keep a particularly pivotal check’s results hidden or to let players roll a string of checks in the open to keep gameplay moving. Unless a Scenario says otherwise, GMs are free to choose how to handle secret checks on a check-by-check basis. GMs can keep all secret checks secret, have players roll all secret checks, or adapt on the fly based on the mood and pacing of the table. If players rolling their own secret checks do metagame—that is, use information that their characters would not have to determine their actions—then remind them that their characters would not have that information and try to steer them away from using it. In general, it can be useful to have players roll their own checks if there are many secret rolls in one section, and useful to roll for the players if you suspect that there will be a strong temptation to metagame or that the extra information of the result could negatively impact the experience for players at the table.

Reviewing Chronicles

If time permits, GMs and Event Organizers can spend a few minutes reviewing players’ Organized Play records at the start of an event slot. These reviews can happen for a variety of reasons. For example, you might need to learn what a character did in previous adventures, or you might want to verify the records' accuracy.

When you are looking over the players' records, if you notice anything that seems amiss, you can ask the player to explain any potential errors. Remember that errors are far more likely to be honest mistakes than intentional cheating—and that it is possible that they are not errors at all. When you ask the player about a potential error, speak with the player calmly, nicely, and with an open mind. The player might have simply made a mistake—or you might have made a mistake in your understanding of their records.

Remember that the game is supposed to be fun, so waste as little time as possible on drama and spend as much time as possible providing an exciting, action-packed adventure for your players.

Resolve any issues as fairly as possible. For example, if the character selected an option that they did not have Access to, let them pick another option to replace it; if they paid a discounted price for an item in error, let them pay the additional costs to meet the full purchase price; and so on. If you believe a player is cheating, ask your Event Organizer for assistance. If you are both the Event Organizer and the GM, use your discretion on how to proceed.

GM Rewards

Paizo Organized Play rewards GMs for volunteering their time to run events. See the GM Chronicles section for additional rules and benefits of GM Chronicles. GMs also receive rewards based on the number of adventures they have run and reported.

GM Achievement Points

GMs receive Achievement Points (AcP) every time they run an adventure, whether it is repeatable or not. In addition, they receive double the AcP they would have received for playing that adventure.

GM Table Credits

GMs receive “table credits” for every table they run and report. Each Scenario earns 1 table credit. Other products grant varying amounts of table credits.

Additional Adventures

In addition to the adventures written for Starfinder Society, some other Paizo adventures have been sanctioned (approved) for Organized Play credit. Since these adventures are published for a wider audience than the Starfinder Society campaign, there is typically a downloadable sanctioning document with Chronicles and any special considerations for Organized Play.

Modes of Play

The Starfinder Society rules of play are customized to work with Starfinder Scenarios and are not necessarily applicable to other sanctioned adventures. Adventures run using these customized rules are referred to as "Society Mode" in the rest of this document.

"Adventure Mode" is used for adventures not specifically designed for Organized Play. This mode allows the GM more freedom to adapt those adventures, including running the adventure in Starfinder 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, GMs and players can play these adventures using those rules and earn credit as if they had played it using Starfinder rules. Adventures that have not been converted by Paizo in this way must be played using standard Adventure Mode rules.

Character Types

Most Adventure Mode sanctioned products can be played with any character; some products include pregens, and players are encouraged to play those characters for an optimal experience.

Any adventure that can be played with an SFS character can also be played with an Iconic Pregen. When playing an adventure using an SFS character, the Chronicle must be assigned to that character. In that case, the One Adventure per Character rule applies.

A player can assign a Chronicle for a sanctioned adventure to a character that is "busy" taking part in a Scenario.

Sanctioning Documents

Each sanctioned adventure comes with a freely downloadable sanctioning document located on the product’s description page on paizo.com. This document contains the rules for running that adventure, as well as Chronicles awarded for completion.

Read the sanctioning document carefully, as it might modify the adventure's rewards. Specific information in a particular sanctioning document always takes precedence over the general information presented in this Guide.

Unlike Scenarios, Chronicles for other sanctioned adventures are assigned at the completion of the adventure. If a Chronicle for a sanctioned adventure is assigned to a character that is "busy" taking part in a Scenario, Chronicles are applied in order of start date. That is, apply the Chronicle from the adventure they are "busy" with first, followed by the Chronicle from the other sanctioned adventure.

A group can complete an adventure when it is not sanctioned. If it later becomes sanctioned, the GM is allowed and encouraged to issue Chronicles to all interested players. These Chronicles are applied as if the group had completed the adventure on the date the Chronicle is issued. Such Chronicles must have an accurate issue date (that is, they cannot be backdated) and cannot be applied such that they retroactively affect other Chronicles.


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