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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
(click to close) .
A few other limitations on crafting:
- Characters can Craft uncommon or rare items only if they have Access to the applicable formulas.
- Crafting requires that you spend 2 days in preparation before making Crafting checks (or 1 day, if you have the item's formula). Crafting tasks can be continued across as many Downtime days 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
(click to close) works as written with a few clarifications:
- Some items are changeable for free, such as name, gender, appearance, or other cosmetic designators.
- Changing a selectable class feature takes 28 days.
If characters earn enough XP to level up while still in the process of retraining, they can choose options legal for their new build, though the ability is not usable until the retraining is complete. An option being retrained is lost at the time the new option becomes usable.
Spellcasting Service Costs
Use the standardized costs of spellcasting services below in place of the more general published table. PC pg. 243Player Core page 243
(click to close)
The tables below give the total spellcasting service cost, including materials. Specifically, they incorporate the following rulings for Organized Play:
- Spells and rituals that take longer than 1 minute to cast always cost 25% more for spellcasting service (not "usually" as in the Player Core)
- Each required secondary caster adds an additional 50% of the spellcasting service cost
- Material costs follow the spell description
Condition Removal Spells
These spells require a counteract check as written, but that check automatically succeeds when you purchase a casting. The spells must be cast one spell rank higher than the spell rank of the originating effect. They automatically succeed in removing the condition. Each purchase removes one effect from one source, so it might be necessary to buy multiple castings.
Spell | Rank 2 | Rank 3 | Rank 4 | Rank 5 | Rank 6 | Rank 7 | Rank 8 | Rank 9 |
---|---|---|---|---|---|---|---|---|
dispel magic* | 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:
- cane PF2PC pg. 293, LOGB pg. 67Pathfinder Player Core page 293
Pathfinder Lost Omens: Grand Bazaar page 67
(click to close) - crutch PF2PC pg. 293, LOGB pg. 67Pathfinder Player Core page 293
Pathfinder Lost Omens: Grand Bazaar page 67
(click to close) - probing cane LOGB pg. 67Pathfinder Lost Omens: Grand Bazaar page 67
(click to close) - splint LOGB pg. 69Pathfinder Lost Omens: Grand Bazaar page 69
(click to close) - support LOGB pg. 69Pathfinder Lost Omens: Grand Bazaar page 69
(click to close)
- traveler’s chair PF2PC pg. 293, LOGB pg. 70Pathfinder Player Core page 293
Pathfinder Lost Omens: Grand Bazaar page 70
(click to close) - wheelchair PF2PC pg. 293, LOGB pg. 70Pathfinder Player Core page 293
Pathfinder Lost Omens: Grand Bazaar page 70
(click to close) - impulse control module LOGB pg. 71Pathfinder Lost Omens: Grand Bazaar page 71
(click to close)
- corrective lenses PF2PC pg. 293, LOGB pg. 70Pathfinder Player Core page 293
Pathfinder Lost Omens: Grand Bazaar page 70
(click to close) - hearing aid PF2PC pg. 293, LOGB pg. 67Pathfinder Player Core page 293
Pathfinder Lost Omens: Grand Bazaar page 67
(click to close) - prosthesis PF2PC pg. 293, LOGB pg. 69Pathfinder Player Core page 293
Pathfinder Lost Omens: Grand Bazaar page 69
(click to close)
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
(click to close) for free at character creation, and they can take the Read Lips feat PC pg. 261, CRB pg. 265Player Core page 261
Core Rulebook page 265
(click to close) even if they do not meet the prerequisites. Normally, such characters cannot remove their deafness later; if they somehow do, they lose these benefits.
Hearing Impaired Characters
A permanently hearing impaired (but not deaf) character takes a -2 or -4 penalty to Perception checks that rely on hearing (player’s choice). Wearing hearing aids negates the -2 penalty or reduces the -4 penalty to a -1 penalty.
Characters with permanent hearing impairment gain the Sign Language feat PC pg. 262, CRB pg. 266Player Core page 262
Core Rulebook page 266
(click to close) for free at character creation, and they can take the Read Lips feat PC pg. 261, CRB pg. 265Player Core page 261
Core Rulebook page 265
(click to close) even if they do not meet the prerequisites. Normally, such characters cannot remove their hearing impairment later; if they somehow do, they lose these benefits.
Non-Speaking Characters
Non-speaking characters have enough practice to cast spells and activate magic items without issue. They gain the Sign Language feat PC pg. 262, CRB pg. 266Player Core page 262
Core Rulebook page 266
(click to close) for free at character creation, and they can take the Read Lips feat PC pg. 261, CRB pg. 265Player Core page 261
Core Rulebook page 265
(click to close) even if they do not meet the prerequisites. Normally, such characters cannot gain the ability to speak later; if they somehow do, they lose these benefits.
Characters With Missing Limbs
A character missing an arm and who is not wearing a prosthetic cannot use two-handed weapons and items, and must use two actions if an Interact action would require two hands, at the GM’s discretion. If a character missing a leg or foot is not wearing a prosthetic or using a crutch, their speed has a 10-foot penalty.
Characters With Other Mobility Restrictions
A character who is unable or finds it difficult to walk on their own can obtain a wheelchair or traveler’s chair for free at character creation or at whatever point in the character’s adventuring career they become necessary. An impulse control module can also be added to the chair for no cost if required.
Playtest Rules
These are the general rules for 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!
Current Version: 1.00
28 July 2025