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  Guide to Pathfinder
  Society orGanized Play
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  Guide to Pathfinder Society 
  orGanized Play
  Version 6.0—August 14, 2014
  Authors •  Mike Brock, Erik Mona, and Mark Moreland
  Contributing Artists • Alex Aparin, Eric Belisle,  
  Jeff Carlisle, Michele Chang, Tyler Jacobson,  
  Damien Mammoliti, Christopher Ocampo,  
  Maichol Quinto,  Wayne Reynolds, Mac Smith,  
  Bryan Sola, Craig J. Spearing, Eva Widermann,  
  Kieran Yanner, and Ilker Serdar Yildiz
  Creative Director • James Jacobs
  Editor-in-Chief • F. Wesley Schneider
  Senior Editor • James L. Sutter
  Development Lead • Mark Moreland
  Development Team • Logan Bonner, John Compton, 
  Adam Daigle, Rob McCreary, Mark Moreland, and 
  Patrick Renie
  Editorial Team • Judy Bauer, Christopher Carey, and 
  Ryan Macklin
  Lead Designer • Jason Bulmahn
  Design Team • Stephen Radney-MacFarland and  
  Sean K Reynolds
  Senior Art Director • Sarah Robinson
  Art Director • Andrew Vallas
  Graphic Designers • Emily Crowell and Sonja Morris
  Publisher • Erik Mona
  Paizo CEO • Lisa Stevens
  Chief Operations Officer • Jeffrey Alvarez
  Director of Sales • Pierce Watters
  Sales Associate • Cosmo Eisele
  Marketing Director • Jenny Bendel 
  Finance Manager • Christopher Self
  Staff Accountant • Ashley Gillaspie
  Chief Technical Officer • Vic Wertz
  Senior Software Developer • Gary Teter
  Pathfinder Society Campaign Manager • Mike Brock
  Project Manager • Jessica Price
  Licensing Coordinator • Michael Kenway
  Customer Service Team • Erik Keith, Justin Riddler, and 
  Sara Marie Teter
  Warehouse Team • Will Chase, Mika Hawkins,  
  Heather Payne, Jeff Strand, and Kevin Underwood
  Website Team • Christopher Anthony, Liz Courts,  
  Crystal Frasier, Lissa Guillet, and Chris Lambertz
  Special Thanks • The Pathfinder Society Venture-
  Captains and Venture-Lieutenants, and the Pathfinder 
  Society community for their constant feedback.
  Event organizers may print additional copies of this guide to provide to new players at their events. Please do not 
  distribute this document digitally; instead ask players to download their own free copy of the document at  
  paizo.com/pathfindersociety. That way Pathfinder Society Organized Play campaign staff can contact them  
  directly to inform them of updates to this document.
  Paizo Publishing, LLC
  7120 185th Ave NE, Ste 120
  Redmond, WA 98052-0577
  paizo.com/pathfindersociety
  This product is compliant with the Open Game License (OGL) and is suitable for use with the Pathfinder Roleplaying Game or the 3.5 edition of the world’s oldest 
  fantasy roleplaying game.
  Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License version 1.0a, Section 1(e), and are not Open 
  Content: All trademarks, registered trademarks, proper names (characters, deities, etc.), dialogue, plots, storylines, locations, characters, artwork, and trade dress. 
  (Elements that have previously been designated as Open Game Content or are in the public domain are not included in this declaration.)
  Open Content: Except for material designated as Product Identity (see above), the game mechanics of this Paizo Publishing game product are Open Game Content, as 
  defined in the Open Gaming License version 1.0a Section 1(d). No portion of this work other than the material designated as Open Game Content may be reproduced 
  in any form without written permission.
  Guide to Pathfinder Society Organized Play, Version 5.0 © 2013, Paizo Publishing, LLC. All Rights Reserved. Paizo, Paizo Publishing, LLC, the Paizo golem logo, Pathfinder, 
  the Pathfinder logo, Pathfinder Society, and GameMastery are registered trademarks of Paizo Publishing, LLC; Pathfinder Adventure Card Game, Pathfinder Adventure 
  Path, Pathfinder Campaign Setting, Pathfinder Cards, Pathfinder Flip-Map, Pathfinder Map Pack, Pathfinder Module, Pathfinder Pawns, Pathfinder Player Companion, 
  Pathfinder Roleplaying Game, Pathfinder Tales, and Rise of the Runelords are trademarks of Paizo Publishing, LLC.
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  3
  table of contentS
  Chapter 1: Pathfinder Society Basics . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
  Chapter 2: Character Creation.  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  7
  Chapter 3: The World of the Pathfinder Society . . . . . . . . . . . . . . . . . . . . . 11
  Chapter 4: Factions.  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 13
  Chapter 5: Pathfinder Society Special Rules . . . . . . . . . . . . . . . . . . . . . . . 19
  Chapter 6: Sanctioned Modules and Adventure Paths . . . . . . . . . . . . . . . . .28
  Chapter 7: Pathfinder Society Organized Play Game Masters . . . . . . . . . . . .30
  Chapter 8: Pathfinder Society Regional Coordinators . . . . . . . . . . . . . . . . .38
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  4
  Organized Play
  In an organized play campaign, your character exists in 
  a common setting shared by thousands of other gamers 
  from around the world. In each Pathfinder Society 
  game, your character experiences a short, one-sitting 
  adventure (or “scenario”) that is a single episode in a 
  continuing story. You can take your character to any 
  public Pathfinder Society event anywhere in the world, 
  and while the Game Master and your companions might 
  change every time you play, your character advances as 
  normal. Over time, campaigning in an organized play 
  environment offers a uniquely immersive experience, 
  as your diverse companions add depth and character to 
  the campaign world. It’s also a great way to get in touch 
  with other local gamers, meet new people, and play 
  Pathfinder Society Organized Play is powered by the 
  Pathfinder Roleplaying Game, an evolution of the 
  3.5 edition of the world’s oldest roleplaying game. 
  While similar in many respects to 3.5, the Pathfinder 
  Roleplaying Game is a new system with enhanced 
  base classes, new feats, redesigned spells, clarified and 
  expanded combat rules, and many other improvements. 
  The Pathfinder RPG Core Rulebook is available at game 
  stores and bookstores, and online at paizo.com. In 
  addition to being published in a traditional hardcover 
  format, the Core Rulebook is also available as an affordable 
  and fully searchable bookmarked PDF ($9.99), and all the 
  rules from the Core Rulebook can also be found online for 
  free as part of the Pathfinder Roleplaying Game Reference 
  Document at paizo.com/prd. 
  Pathfinder Society baSicS
  chaPter 1
  P
  athfinder Society Organized Play is a worldwide fantasy roleplaying campaign that puts you in the role of an 
  agent of the Pathfinder Society, a legendary league of explorers, archaeologists, and adventurers dedicated to 
  discovering and chronicling the greatest mysteries and wonders of an ancient world beset by magic and evil. 
  The campaign’s home base is sprawling Absalom, the so-called City at the Center of the World that stands astride 
  the great Inner Sea on the mountain-capped Isle of Kortos. A Pathfinder’s adventures explore the dark alleys and 
  political intrigues of Absalom between far-flung travels to the most interesting and exotic locales in the world of 
  the Pathfinder Roleplaying Game.
  This guide presents everything you need to know to participate in this exciting, dynamic campaign. But you will 
  not be alone! Thousands of other gamers gather in their homes, in game stores, at conventions, and even online to 
  play, report on their adventures, and influence the fate of the Pathfinder world.
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  5
  GUIDE TO PATHFINDER SOCIETY ORGANIZED PLAY
  regularly without all the prep work and scheduling of a 
  traditional campaign. 
  Alternatively, some players prefer to keep their 
  Pathfinder Society experience limited to a familiar group 
  of friends, using the Pathfinder Society character creation 
  rules, adventure scenarios, and reward structure as the 
  framework for a private campaign. Either approach is a 
  valid way to experience the campaign, and many players 
  enjoy a combination of public and private adventuring.
  Because an organized play campaign takes place in 
  a shared-world environment, a few additional rules are 
  required to ensure that all players at all tables share a 
  similar experience, no matter who is running the game. 
  This guide outlines these special rules, ensuring a level 
  playing field for all. Please read over the contents of this 
  guide carefully.
  The Core Assumption
  The leadership of this organized play community assumes 
  that you will use common sense in your interpretation of 
  the rules. This includes being courteous and encouraging 
  a mutual interest in playing, not engaging in endless rules 
  discussions. While you are enjoying the game, be considerate 
  of the others at the table and don’t let your actions keep them  
  from having a good time too. In short, don’t be a jerk.
  Pathfinder Society Organized Play assumes that every 
  player has the following resources.
  • Pathfinder RPG Core Rulebook
  • Guide to Pathfinder Society Organized Play (this document)
  Additionally, a GM should have access to all books 
  in the Pathfinder Roleplaying Game line of hardcover 
  rulebooks, whether a physical or electronic copy. The 
  rules content of these books can be found online for free 
  as part of the Pathfinder Roleplaying Game Reference 
  Document located at paizo.com/prd. Unless noted 
  otherwise in this guide, everything contained in the 
  Core Rulebook (except artifacts, evil items, and intelligent 
  items) is legal for Pathfinder Society play. Players whose 
  characters utilize creatures from an approved Additional 
  Resource as companions or familiars are required to have 
  that reference at the table.
  In addition to having these materials, players and 
  Game Masters are expected to be familiar with the 
  official Pathfinder Society Organized Play FAQ at  
  paizo.com/pathfindersociety/faq. If a clarification on the 
  FAQ pertains to your character, you are expected to bring 
  a copy of the relevant sections to any Pathfinder Society 
  Organized Play game.
  Additional Resources
  Paizo Publishing produces a wide range of sourcebooks 
  that further explore the game rules and world of Pathfinder. 
  These volumes contain a huge variety of options to help 
  you customize your character. You can view a frequently 
  updated list of all campaign-legal Additional Resources 
  online at paizo.com/pathfindersociety/resources. In order 
  to utilize content from an Additional Resource, a player 
  must have a physical copy of the Additional Resource 
  in question, a name-watermarked Paizo PDF of it, or a 
  printout of the relevant pages from it, as well as a copy 
  of the current version of the Additional Resources list. 
  You must inform the Game Master that you plan to use 
  Additional Resource material before play begins, so he has 
  a chance to familiarize himself with the new material.
  The Pathfinder Society Community
  You may not simply ignore rules clarifications made 
  by the campaign leadership, including the campaign 
  coordinator and campaign developer, on the paizo.
  com messageboards. GMs are not required to read every 
  post on the messageboards, but GMs familiar with rules 
  clarifications made by the campaign leadership (which 
  have not been superseded by the Guide to Pathfinder Society 
  Organized Play or FAQ) must abide by these clarifications 
  or rulings. If it is a significant clarification, it will be 
  updated in the FAQ, and later in the Guide to Pathfinder 
  Society Organized Play if necessary.
  Getting Started
  All Pathfinder Society players must register themselves and 
  their characters online at paizo.com/pathfindersociety. 
  When you register, you’ll receive an official Pathfinder 
  Society Number. Keep your Pathfinder Society Number 
  handy and bring it with you to every Pathfinder Society 
  event you attend. Paizo uses this number to record the 
  adventures your character has completed and the prestige 
  she has gained. Each character you create has a unique 
  number appended to your Pathfinder Society Number, so 
  if your number is 6734, the second character you create 
  will be 6734–2. 
  If you’re beginning your Pathfinder Society experience 
  at a public convention or game store event, your event 
  coordinator will provide a temporary card with a 
  Pathfinder Society Number and confirmation code on it. 
  THE PATHFINDER SOCIETY WEBPAGE
  Do you have a question about the rules in this guide, or 
  want to find or set up a Pathfinder Society event in your 
  area? Join the vibrant Pathfinder Society community 
  online by participating in the official Pathfinder Society 
  messageboards at paizo.com/pathfindersociety. Your 
  feedback helps us improve Pathfinder Society Organized 
  Play, so drop by and tell us what we can do to enhance 
  your Pathfinder Society experience! 
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  GUIDE TO PATHFINDER SOCIETY ORGANIZED PLAY
  to apply the Chronicle sheets earned with a non-1st-
  level pregenerated character to a 1st-level character with 
  the amount of gp gained reduced to 500 gp (or 250 gp for 
  characters using the slow advancement track). You do not 
  lose access to any of the Prestige Points, or items listed 
  on the Chronicle sheets that were earned during the 
  adventure. However, any boons must wait to be utilized 
  until the character is of the same level as the subtier on the 
  Chronicle sheet unless otherwise noted.  Any equipment 
  that’s listed on the pregenerated character sheet may only 
  be sold to clear conditions such as death during the play of 
  a sanctioned event, and any remaining gold does not carry 
  over at the end of the adventure.
  Creating a Character
  Chapter 2 of this guidebook contains step-by-step 
  instructions to help you create your official Pathfinder 
  Society character. Unless you plan to select an official 
  pregenerated character, read these rules carefully, as they 
  contain a few adaptations to ensure that characters are 
  suitable for the organized play environment. Chapters 
  3 and 4 provide information on the Pathfinder Society 
  organization, the city of Absalom. Knowing this material 
  and incorporating it into the way you play your character 
  help to increase the immersive nature of the campaign, 
  and should inform the mechanical choices you make 
  when creating your character. 
  After you have created your character, you must 
  register it with your Pathfinder Society Number online 
  at paizo.com/pathfindersociety. 
  Finding a Game
  Once you’ve got a Pathfinder Society Number and have 
  created your character, you’re ready to play your first 
  Pathfinder Society Scenario! The easiest way to find a local 
  game is to visit paizo.com/pathfindersociety and click on 
  “Get Involved!” From there, go to the Events page where 
  you can search by zip code and radius of travel to find 
  events that have been registered in your area.
  You can also visit local game stores. Gaming, comic book, 
  and science fiction conventions often attract gamers. Many 
  conventions have specific gaming programming that 
  might include Pathfinder Society. You can 
  also find local gamers on the paizo.com 
  Pathfinder Society Grand Lodge and 
  Gamer Connection messageboards.
  Another place to play Pathfinder Society events is 
  online. Allowed formats include play-by-post, chat-based 
  games, digital tabletops, and webcam-enhanced “face-to-
  face” gaming. So long as the Game Master has a way of 
  distributing all of the appropriate paperwork (by fax, scan, 
  or otherwise), any form of legitimate online play is allowed 
  and encouraged.
  You can use this card until you get a chance to register 
  your character. When you register your character at 
  paizo.com/pathfindersociety, enter this number and the 
  confirmation code, and your early adventures will be 
  automatically linked to your new official record.
  If you don’t have time to create a new character or simply 
  wish to try out a new character class, you may choose to use 
  one of several level-appropriate pregenerated characters 
  available at paizo.com/pathfindersociety or from your 
  local event coordinator. If you play a 1st-level pregenerated 
  character, you can apply the credit for her first adventure 
  to a newly created character of your very own. If you play 
  a non-1st-level pregenerated character, you apply the 
  credit to your character as soon as she reaches the level 
  of the pregenerated character played. You may not apply 
  a Chronicle sheet earned with a pregenerated character 
  to a character that was already at the 
  level of the pregenerated character or 
  higher, as you should have used this 
  character for the scenario instead. 
  The one exception is if you have 
  multiple Chronicle sheets from 
  pregenerated 
  characters, 
  they are applied to your 
  character’s Chronicle sheet 
  stack all at once when your 
  character 
  reaches 
  the 
  appropriate 
  level, 
  even if this would 
  advance 
  your 
  character several 
  levels. You may 
  also opt instead 
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  This chapter contains everything you need to know about 
  creating a character for Pathfinder Society Organized 
  Play. All new Pathfinder Society characters begin play at 
  1st level.
  Step 1: Ability Scores
  Pathfinder Society uses the “purchase” system for 
  generating ability scores, as explained on pages 15–16 
  of the Core Rulebook. Pathfinder Society uses the “High 
  Fantasy” choice of 20 points, allowing you to build a solid 
  PC at 1st level. Please remember that no score can be 
  reduced below 7 or raised above 18. Racial modifiers are 
  applied after the points are spent, so it is possible to begin 
  play with a low ability score of 5 and a high ability score 
  of 20, depending on your race choice. A character can not 
  be younger than the minimum age listed on Table 7–1 of 
  the Core Rulebook, or listed on Table 5–1 of the Advanced 
  Race Guide, and must be younger than venerable, as listed 
  on Table 7–2 of the Core Rulebook and Table 5–4 of the 
  Advanced Race Guide. A character that ages past venerable, 
  for whatever reason, dies of old age and is removed from 
  the campaign. Characters do not alter their ability scores 
  as a result of this choice. 
  Step 2: Race and Class
  Select your character’s class and race from the choices 
  offered in the Core Rulebook. You may also select kitsune, 
  nagaji, tengu and wayang as your character’s race with 
  access to the proper Additional Resources book. Other 
  races are not legal unless the character’s Chronicle stack 
  includes a race boon. Additional class and race options 
  from resources like the Pathfinder RPG Advanced Player’s 
  Guide, Pathfinder RPG Ultimate Magic, Pathfinder RPG 
  Ultimate Combat, Pathfinder RPG Advanced Race Guide, and 
  Pathfinder Campaign Setting: The Inner Sea World Guide are 
  generally available with few or no alterations, as well. 
  In some cases, such as magic item creation, the special 
  nature of a worldwide organized play campaign requires 
  minor changes to standard class features. Please note the 
  following such changes:
  Alchemist: Alchemists receive the Extra Bombs feat at 
  1st level instead of Brew Potion.
  Antipaladin: This alternate class is not available to 
  Pathfinder Society characters.
  character creation
  chaPter 2
  TABLE 2–1: ABILITY SCORE COSTS
   
  Score 
  Points
   
  7 
  –4
   
  8 
  –2
   
  9 
  –1
   
  10 
  0
   
  11 
  1
   
  12 
  2
   
  13 
  3
   
  14 
  5
   
  15 
  7
   
  16 
  10
   
  17 
  13
   
  18 
  17
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  Cavalier: Instead of the Expert Trainer class feature, 
  Pathfinder Society cavaliers receive Skill Focus (Handle 
  Animal) as a bonus feat.
  Cleric: Clerics with the Nobility domain get the 
  Persuasive feat at 8th level instead of the Leadership 
  feat. Clerics with the Rune domain receive Spell Focus at 
  1st level instead of Scribe Scroll. Clerics of Irori receive 
  Improved Unarmed Strike as a bonus feat so they can use 
  their deity’s favored weapon (unarmed strike) without 
  provoking an attack of opportunity.
  Druid: Druids with the Nobility domain get the 
  Persuasive feat at 8th level instead of the Leadership feat.
  Oracle: Oracles with the Nature spirit receive animal 
  growth as a bonus spell at 10th level instead of awaken.
  Shaman: Shamans with the Nature mystery receive 
  animal growth as a bonus spell at 10th level instead of awaken.
  Skald: Skalds receive Extra Performance at 1st level 
  instead of Scribe Scroll. 
  Witch: Witches may not select the cauldron hex.
  Wizard: Wizards receive Spell Focus at 1st level 
  instead of Scribe Scroll. Only items 
  listed as Always Available may be 
  selected as the free bonded object 
  granted to a wizard at 1st level.
  If you wish to apply a legal 
  archetype to your character, you 
  may do so at 1st level as normal. 
  Additionally, you may apply an 
  archetype to an existing class any 
  time you level up as long as the first 
  alternate ability does not replace an 
  ability granted at a previous level.
  Step 3: Languages
  Your race and class selection impact 
  what languages you start with. All 
  characters gain Common as a free 
  language. You gain free languages 
  granted by your race, ethnicity (for 
  humans), and class (e.g., Druidic for 
  druids). If you have a high Intelligence 
  modifier, you may select bonus languages 
  from those listed in your race’s entry in 
  the Core Rulebook and the Modern Human 
  Languages list (The Inner Sea World Guide 
  251). Certain classes grant access to additional 
  bonus languages (e.g., Draconic for wizards). 
  Humans and half-elves with high Intelligence 
  scores may learn all the above languages as 
  bonus languages as well as any other language 
  except Druidic and the languages listed under 
  Ancient Languages on page 251 of The Inner 
  Sea World Guide. All languages except 
  Druidic are available by putting a skill rank in Linguistics 
  (see below). Tian characters receive the languages Tien and 
  Common for free.
  Step 4: Skills
  The next step is determining what specific training 
  your character has received. This is done in the standard 
  fashion described in the Core Rulebook. Determine your 
  starting skill points and spend them as you see fit.
  Step 5: Feats
  Characters select feats according to the guidelines in 
  the Core Rulebook. Certain Core Rulebook feats are not 
  available to Pathfinder Society characters. These include 
  Brew Potion, Craft Magic Arms and Armor, Craft Rod, 
  Craft Staff, Craft Wand, Craft Wondrous Item, Forge 
  Ring, Leadership, and Scribe Scroll. 
  Neither the craft feats nor the item creation section of 
  the magic items chapter in the Core Rulebook are legal for 
  play. Additionally, except for specific examples cited in 
  this guide or the Pathfinder Society FAQ, crafting of 
  mundane items is not allowed in Pathfinder Society.
  Paizo.com/pathfindersociety/additionalresources 
  contains a book-by-book listing of all campaign-
  legal feat choices beyond the Core Rulebook. 
  Check there before taking any feats from 
  a non-Core Rulebook source.
  Step 6: Faction
  Your character belongs to one of seven 
  factions (pregenerated characters are 
  assumed to belong to the Grand Lodge 
  faction). Detailed descriptions of all 
  seven factions can be found in Chapter 
  4 of this guide. A brief summary of 
  each follows.
  Dark Archives: Members of the Dark 
  Archives 
  faction 
  seek 
  to 
  catalogue, 
  curate, and manage powerful artifacts 
  and evil relics to better understand 
  their properties, and possibly their 
  applications in the future.
  The Exchange: Members of The 
  Exchange seek trades and economic 
  advantages through a wide range of 
  channels, calling upon both its respectable 
  business 
  people 
  and 
  its 
  occassional 
  underhanded contacts, to further their goals.
  The Grand Lodge: Holding themselves 
  above the petty squabbles of outsiders, this 
  faction maintains the strongest allegiance to 
  the Decemvirate, the masked leaders of the 
  Pathfinder Society.
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  Liberty’s Edge: Members of this faction attack its 
  enemies from within, finding dissidents, freedom 
  fighters, and revolutionaries among the oppressed. 
  They often perform acts of sabotage and diplomacy 
  while carrying out their duties and should be willing 
  to bend the rules of tyrannical law in order to plant the 
  seed of liberty, even when doing so requires employing 
  questionable techniques.
  Scarab Sages: Members of the Scarab Sages seek the 
  lost sage jewels and worthy scholars to inherit the power 
  of the specially prepared gems. It is believed that once 
  reunited, the sages can then secure ancient secrets and 
  disseminate that lore to modern innovators, sparking a 
  new golden age of thought and technology.
  The Silver Crusade: Composed largely of paladins, 
  clerics, and other servants of good-aligned gods, members 
  of the Silver Crusade faction seek to use the Society’s 
  resources to further the cause of good in the world. They 
  oppose factions that would drag the Society’s reputation 
  through the mud in search of glory, and strive constantly 
  to raise the morals of their fellow Pathfinders.
  Sovereign Court: Members of this faction seek to 
  unite lesser nobles of many nations behind a common 
  philosophy of exellence, progress, and ambition. In 
  doing so, agents may be required to engage in both subtly 
  espionage and inspiring actions.
  Step 7: Traits
  Pathfinder Society characters begin play with two traits—
  minor in-game advantages tied to their background in the 
  campaign world. Complete trait rules can be found in the 
  Advanced Player’s Guide or online in the free Character Traits 
  Web Enhancement at paizo.com/traits. 
  Characters choose their traits from six different 
  categories: basic, campaign, equipment, race, region, 
  and religion. A character can have only one trait from 
  each category (or subcategory, in the case of basic traits, 
  which fall into the areas of combat, faith, magic, and 
  social). Your character’s choice of faction opens up 
  additional trait choices presented in Chapter 4 of this 
  guide. These faction traits count as campaign traits—
  in effect, they are the campaign traits for Pathfinder 
  Society Organized Play. No other campaign traits from 
  any source are legal for characters to choose. In order to 
  select a faction trait, your character must belong to the 
  associated faction. 
  Step 8: Alignment
  No evil alignments are allowed in Pathfinder Society 
  Organized Play. You may select any other alignment 
  for your character, keeping in mind the alignment 
  restrictions of the various classes.
  Step 9: Hit Points
  Pathfinder Society characters begin play with a set number 
  of hit points and gain a specific number of hit points each 
  time the character gains a level. Consult Table 2–2 to find 
  the appropriate values for your character. If your character 
  belongs to a class or prestige class not listed by name in 
  this table, use the appropriate hit dice entry to determine 
  how many hit points you gain per level in that class. If your 
  character later takes levels in another class, she gains the 
  amount indicated in the rightmost column for all levels 
  in that class, including 1st level. The number of hit points 
  in this column represents the hit points gained from each 
  level’s hit dice; add Constitution modifiers, favored class 
  bonuses, and Toughness to the listed number as applicable.
  TABLE 2–2: HIT POINTS BY CLASS
   
   
  Hit 
  Hit Points  
  Hit Points 
  Class 
  Dice 
  at 1st Level  Gained per Level
  Arcanist4, sorcerer,  
  d6 
  6 
  4 
  witch1, wizard
  Alchemist1, bard,  
  d8 
  8 
  5 
  cleric, druid, hunter4,  
  inquisitor1, investigator4,  
  magus2, monk, ninja3,  
  oracle1, rogue, shaman4,  
  skald4, summoner,  
  warpriest4
  Bloodrager4, brawler4,  
  d10 
  10 
  6 
  cavalier1, fighter,  
  gunslinger3, paladin,  
  ranger, samurai,  
  slayer4, swashbuckler4
  Barbarian 
  d12 
  12 
  7
  1 Appears in the Pathfinder RPG Advanced Player’s Guide.
  2 Appears in Pathfinder RPG Ultimate Magic.
  3 Appears in Pathfinder RPG Ultimate Combat.
    4 Appears in Pathfinder RPG Advanced Class Guide.
  ABSALOM
  Alignment N
  Capital Absalom (303,900)
  Notable Settlements Diobel (4,850), Escadar (11,700)
  Ruler Lord Gyr of House Gixx, Primarch of Absalom, 
  Protector of Kortos
  Government Grand Council composed of representatives 
  from several major noble houses and religious groups. 
  The greatest of this council, called the primarch, enjoys 
  a wide range of privileges.
  Languages Common, Kelish, Osiriani
  Religion Abadar, Aroden, Calistria, Cayden Cailean, Iomedae, 
  Irori, Nethys, Norgorber, Sarenrae, Shelyn
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  GUIDE TO PATHFINDER SOCIETY ORGANIZED PLAY
  record of that scenario that records the experience 
  points you gained, the treasure you discovered, and 
  other important details. You may wish to jot down 
  some additional details about the adventure—its events, 
  interesting NPCs, other characters you adventured with, 
  etc.—on this Chronicle sheet to help you remember your 
  character’s past and influence his future.
  Miniature: The Pathfinder Roleplaying Game uses a 
  standard 1-inch grid to determine movement and tactical 
  positioning in combat. Accordingly, you need a way to 
  represent your character on the grid. The first few times 
  you play, it’s perfectly acceptable to use whatever you 
  have on hand—a coin, a spare die, and so on—but as you 
  become more involved in the campaign, you should bring 
  a gaming miniature to represent your character each time 
  you play. In affiliation with its business partners Reaper 
  Miniatures and WizKids, Paizo provides a wide variety of 
  official unpainted metal and pre-painted plastic gaming 
  miniatures you can choose from.
  Character Retraining
  Pathfinder Society is all about player choices and living 
  with those choices once you’ve made them. However, there 
  is a method for allowing you to change your character 
  through a process of retraining. 
  At the start of a Pathfinder’s career, you are allowed to 
  adjust your character before settling in for the long haul. 
  Before you level up a character for the first time, you 
  may change any aspect of it except its Pathfinder Society 
  Number. Changes may only be made between adventures 
  and before playing as a character above 1st level. Any 
  exceptions will be noted in the Pathfinder Society FAQ. 
  You are able to keep all treasure, Prestige Points, special 
  boons, and XP that you have earned and apply them to 
  the character once you retrain as long as the character 
  meets the criteria above. You are only able to retrain into 
  a legal race.
  After 1st level, if you own a copy of Pathfinder RPG 
  Ultimate Campaign, you may use the retraining rules that 
  begin on page 188 to alter your character. Such changes 
  must be made in the presence of a Pathfinder Society 
  GM, the GM must initial each change, and each change 
  must be noted on an official Pathfinder Society Chronicle 
  sheet. If the GM wishes to audit your character before the 
  changes are made, you must present the character to the 
  GM. If time is a limiting factor, the GM may choose not to 
  allow retraining during that session. When utilizing these 
  retraining rules, you must expend wealth as outlined in 
  the Retraining section of Ultimate Campaign, as well as 
  1 Prestige Point per day of retraining since time between 
  scenarios is undefined. 
  Step 10: Equipment
  Every character in Pathfinder Society Organized Play 
  begins the campaign with 150 gold pieces. All of the 
  armor, weapons, and equipment in the Core Rulebook 
  are available for purchase. You may also purchase 
  approved equipment from other Pathfinder books 
  listed on the Additional Resources page at paizo.com/
  pathfindersociety/resources. Magic items are available 
  for purchase at character creation as long as they are 
  listed in the Always Available Items section in Chapter 
  5 of this document. Chapter 5 also contains information 
  on purchasing items after you have completed your first 
  adventure scenario, as well as between all the additional 
  scenarios to follow. An Inventory Tracking Sheet has 
  been included at the end of this document and is to be 
  used for tracking all purchases of 25 GPs or more, as well 
  as what Chronicle sheet the item was purchased from (if 
  any) and any consumables used.
  Step 11: Finishing Touches
  Now that you have the mechanical framework for your 
  character settled, it’s time to fine-tune the details of your 
  character’s appearance, religion, and history, as well as 
  how your character will be represented during tactical 
  encounters at the game table. 
  Appearance: Work up a short description of your 
  character’s appearance that you can read to other players 
  during introductions. 
  Religion: Characters can elect to worship any deity 
  listed in a table of gods in the Core Rulebook, The Inner 
  Sea World Guide, Pathfinder Campaign Setting: Gods and 
  Magic, or any other source listed as an official Additional 
  Resource. Characters may elect to worship an evil god, 
  but must always be within one alignment step of their 
  chosen deity. For clerics, this is an especially important 
  choice, since the deity’s alignment determines whether 
  the cleric channels positive or negative energy, a decision 
  with significant tactical implications for the cleric and 
  her allies. Clerics, inquisitors, paladins, cavaliers of the 
  order of the star, and samurai of the order of the star must 
  choose a deity as all classes in Golarion that receive spells 
  and abilities from a specific divine source receive their 
  powers from a deity. Druids, oracles, and rangers are 
  the exception to this rule. The list is not exhaustive, and 
  divine spellcasters of any future classes whose sources are 
  added as additional resources will be required to choose 
  a deity unless otherwise specified. Otherwise, characters 
  who do not receive powers from a divine source may 
  choose to be atheists or to have no deity at all.
  History: Each time you finish a new scenario, your 
  Game Master will provide a Chronicle sheet, an official 
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  Pathfinder Society Organized Play is based in the teeming 
  metropolis of Absalom. Absalom’s residents take pride in 
  living in one of the largest and wealthiest cities in the 
  known world—and certainly its most famous. According 
  to myth, Absalom was founded by Aroden himself when 
  the Last of the First Humans raised the Starstone from the 
  ocean depths and left it in its current resting place at the 
  heart of the city. This famous city is thus a living part of 
  Golarion’s mythology.
  Absalom sits in the largest natural harbor on the Isle 
  of Kortos, in the eye of the Inner Sea. This location 
  allows the city to control dozens of major shipping 
  lanes and makes it a critical stop on any voyage across 
  that sea. The conf luence of mercantile, strategic, and 
  religious inf luence in Absalom is the source of its title: 
  “City at the Center of the World.” Of course, Absalom 
  also attracts would-be conquerors, although in the 
  nearly 5,000 years since its founding, the city has never 
  fallen. The ruins of dozens of siege castles litter the 
  grounds outside Absalom’s walls, and its harbor is so 
  choked with the masts and hulls of sunken warships 
  that safely reaching the city’s docks requires the steady 
  eye of a paid pilot.
  When Aroden raised the Isle of Kortos from the depths 
  of the Inner Sea and founded Absalom, he called the wise 
  and brave from nearby lands to inhabit the new land and 
  bade them protect the Starstone from all who would claim 
  it. Nobles, merchants, and adventurers, particularly those 
  from Andoran, Cheliax, Osirion, Qadira, Taldor, and 
  Thuvia, settled in the new city. The city’s culture draws 
  heavily from all these lands, and many of its noble houses 
  identify closely with elements from those nations. The 
  common folk represent an even wider array of cultural 
  influences, from Mordant Spire elves to Tian traders to 
  travelers from other planes. As a result, food, songs, and 
  clothing from nearly every corner of Golarion can be 
  found here if visitors know where to look. It is said with 
  some seriousness that it is impossible to look out of place 
  on the streets of Absalom.
  The Pathfinder Society Field Guide features a brief overview 
  of the city’s districts, presenting general information 
  any Pathfinder might know. For more information on 
  the city’s history, inhabitants, and locales, consult the 
  Pathfinder Campaign Setting: Guide to Absalom. Both books 
  are available online at paizo.com or at your local game 
  store or bookstore.
  The Pathfinder Society
  The Pathfinder Society has existed for more than 400 
  years. Its history, fraught with the daring exploits of 
  brave heroes, has long enchanted the populace of the 
  Inner Sea. Members include explorers, historians, tomb 
  raiders, treasure hunters, and vagabonds who roam the 
  farthest reaches of the world seeking lost relics of world-
  shattering power and answers to riddles older than the 
  gods. These heroes brave vine-choked jungle ruins, 
  ascend snow-capped peaks, and comb sun-seared desert 
  the World of  
  the Pathfinder Society
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  GUIDE TO PATHFINDER SOCIETY ORGANIZED PLAY
  house a fiend-summoning Chelaxian, a Silver Crusade 
  paladin, an antiquities-obsessed Osirian necromancer, 
  and a friendly Taldan raconteur. Pathfinder agents, no 
  matter which of the eight factions they belong to, are 
  expected to respect one another’s claims and stay out of 
  each other’s affairs unless offering a helping hand.
  The Pathfinder Society Field Guide, Pathfinder Campaign 
  Setting: Seekers of Secrets, and the Pathfinder Society Primer 
  all contain a wealth of additional information on the 
  history, goals, and methods of the Pathfinder Society, 
  including campaign-legal rules options to help you 
  immerse your character into the campaign’s 
  primary organization. 
  Venture-Captains and the  
  Grand Lodge
  Most Pathfinders wander the world in search of 
  riches and adventure, settling down only long 
  enough to plan their next caper or fully 
  plunder an ancient ruin of its treasure 
  and secrets. But another class of 
  Pathfinder exists, a group unknown 
  to the populace at large yet integral 
  to the success of the organization. 
  These are the venture-captains who 
  manage regional affairs and their 
  sometimes considerable cadres of 
  cohorts, retainers, menials, and 
  guardians. The Grand Lodge of 
  Absalom stands alone among its 
  fellows. Unlike lesser lodges in 
  towns throughout the continent, 
  which often mask their purpose 
  behind facades of commerce or 
  domesticity, the Grand Lodge wears 
  its affiliation proudly. The Glyph 
  of the Open Road, so often hidden 
  in a map’s compass rose or a book’s 
  embellishment to show the covert 
  approval of the Pathfinder Society, 
  blazes above the gate of a sheer-walled 
  redoubt at the heart of Absalom. 
  The wall circles seven sturdy 
  fortresses that date back to the 
  city’s founding, perhaps the estate 
  of a long-dormant noble house or 
  the onetime bastion of a forgotten 
  government. For the last 400 years, the 
  Grand Lodge of Absalom has been the 
  stronghold of the Pathfinder Society, the 
  seat of the Decemvirate, and the legendary 
  repository of the Society’s treasures  
  and legends.
  sands in search of buried tombs and monuments of 
  bygone ages.
  Upon the completion of a particularly notable discovery 
  or journey, Society members send a record of their 
  exploits to their venture-captain superior, who in turn 
  reviews it for accuracy before forwarding the manuscript 
  to the masked leaders of the Pathfinder Society: the 
  cryptic Decemvirate, an inner circle of 10 experienced 
  Pathfinders who guide the Society’s activities. Their 
  subtle guidance allows individual Pathfinder agents to 
  believe they act of their own accord when they are actually 
  doing the bidding of the Ten.
  The Society recognizes no formal bylaws, 
  but adherence to a general code of behavior is 
  expected of all members, and reports of activity 
  violating this code are grounds for removal from 
  the organization. The three most important 
  member duties are as follows.
  Explore: Pathfinders are expected 
  to further the knowledge and 
  reputation of the Society by 
  traveling 
  to 
  distant 
  lands, 
  unearthing forbidden secrets, 
  and piecing together the secret 
  history of the world. Agents are 
  encouraged to travel uncharted 
  lands in search of evermore-
  fantastic mysteries.
  Report: In the course of 
  their adventures, Pathfinders 
  are expected to keep detailed 
  journals, maps, and accounts of 
  their exploits. At the conclusion of 
  a successful mission, the agent sends 
  a copy of his notes to his immediate 
  superior, a regional venture-captain, 
  who makes a full analysis (often 
  involving divination). Accounts of 
  especially noteworthy exploits 
  make their way to Absalom 
  and the Decemvirate, who 
  compile the best tales into 
  irregularly 
  published 
  editions 
  of 
  the 
  Pathfinder 
  Chronicles, 
  which 
  make 
  their 
  way back to venture-
  captains for distribution to Pathfinder 
  agents in the field.
  Cooperate: The Society places no moral 
  obligations upon its members, so agents 
  span all races, creeds, and motivations. At 
  any given time, a Pathfinder lodge might 
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  13
  Faction Relations
  The various faction leaders have made it quite clear to 
  their members that open warfare between factions is 
  intolerable and only jeopardizes the ability of each faction 
  to succeed in the overall goals of the Decemvirate. While 
  players are encouraged to use creativity to successfully 
  adventure along side Pathfinders of differing opinions, 
  open hostility against characters of other factions is 
  absolutely forbidden, and most loyal faction members 
  keep their alliances to themselves, sharing faction-related 
  missions and information only with other members of 
  their faction. 
  Choosing Your Faction
  Choosing your faction is as important as choosing your 
  character’s class or race—it defines your character in the 
  campaign, and ties her to the destiny of one particular 
  cause. Before you choose your character’s faction, 
  consider each carefully and pick the faction that best 
  matches the character you are trying to create. 
  Some classes are harder to play in some factions than 
  others. If you have a great idea for a paladin of the Dark 
  Archives faction, then play that character. Just know that 
  you might have a harder time than most achieving the 
  faction’s notoriously diabolical missions.
  Dark Archives
  For 
  centuries 
  the 
  Pathfinder 
  Society has accumulated powerful 
  artifacts and evil relics deemed too 
  dangerous to handle. These they 
  boxed up and stored away in a series of Vaults underground, 
  making a note to study them later. So many perilous finds 
  in one place are bound to cause trouble, and it is the job 
  of the Dark Archive to catalogue, curate, and manage these 
  collections to better understand their properties—and 
  possibly their application in the future.
  This significance is not lost on Zarta Dralneen, the 
  manipulative and sultry head of the Dark Archive faction. 
  Once infamous for her hedonistic parties as an envoy 
  for Cheliax, she in now an independent operative with 
  a chip on her shoulder and a wealth of ancient magic at 
  her disposal.
  Goal: In Darkness Lies Enlightenment
  Maintain order in the Vaults beneath the Grand Lodge 
  of Absalom. Seek out other dangerous relics, and retrieve 
  them for proper storage and research in the Dark 
  Archive. Study and understand hazardous phenomena, 
  and harness these occurrences’ power for the faction’s 
  benefit. Build alliances with like-minded organizations 
  factionS
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  14
  GUIDE TO PATHFINDER SOCIETY ORGANIZED PLAY
  Goal: Dominance Through Trade
  Although it is small compared to many other trade outfits 
  in the Inner Sea region, the faction aims to build an 
  extensive trade network that allow it to deliver nearly any 
  good to any location—for a price. Undermine or acquire 
  rival monopolies while allying with powerful producers, 
  merchants, and contacts to further grow the business.
  The Exchange Traits
  Members of the Exchange faction can take the following 
  campaign traits at character creation or by taking the 
  Additional Traits feat.
  Gold Finger: Your family comes from a long, proud 
  tradition of housebreaking and thievery. You are a strong 
  part of that tradition. You gain a +1 trait bonus on Disable 
  Device and Sleight of Hand checks, and one of these skills 
  (your choice) becomes a class skill for you.
  Greasy Palm: You know how to get people to do what 
  you want with little effort. When bribing an NPC, you 
  pay 10% less than a character without this trait would, 
  garnering the same results.
  Smuggler: Whether you’re carrying illegal contraband 
  or simply regulated products, you have a knack for 
  sneaking goods past watchful eyes. You gain a +3 bonus 
  on Sleight of Hand checks made to hide an object, and 
  Sleight of Hand is a class skill for you.
  Tireless: You are accustomed to working long hours 
  and weathering difficult conditions just to get the job 
  done. You gain a +2 trait bonus on Constitution checks 
  made to resist nonlethal damage from swimming, 
  forced marches, starvation, thirst, and hot and cold 
  environments. In addition, you gain 1 hit point.
  Upstanding: Your preferred means of doing business 
  involves giving your clients a fair deal and winning their 
  continued business and good will. You gain a +1 trait 
  bonus on Diplomacy and Sense Motive checks, and one 
  of these skills (your choice) becomes a class skill for you.
  Grand Lodge
  Absalom’s Grand Lodge draws 
  Pathfinder 
  agents 
  from 
  all 
  corners of the Inner Sea and 
  beyond. Adventurous souls flock 
  to the Society’s vast complex of 
  towers, libraries, reliquaries, 
  and museums to train, research, 
  and trade stories of life in the 
  field. Consequently, Pathfinders from all walks of life 
  hold the Grand Lodge of Absalom in high esteem and 
  consider it home. Within its walls, a cadre of masked 
  leaders—the 
  Decemvirate—guides 
  the 
  Society’s 
  global activities from within its aerie, Skyreach. Other 
  Pathfinders may give their allegiance to foreign nations 
  to learn their techniques—or steal these secrets as the 
  situation dictates.Dark Archives
  Dark Archive Traits
  Members of the Dark Archive faction can take the 
  following campaign traits at character creation or by 
  taking the Additional Traits feat.
  Arcane Archivist: You have spent years handling 
  magic items and know how to test their functions while 
  avoiding catastrophic results. You gain a +1 trait bonus on 
  Use Magic Device checks, and this skill becomes a class 
  skill for you.
  Devil’s Mark: You bear the stain of a higher fiend upon 
  you, and any evil creature who sees it may think twice 
  before crossing you. You gain a +2 trait bonus on all Bluff, 
  Diplomacy, Intimidate, and Sense Motive checks when 
  dealing with outsiders of the evil subtype.
  Librarian: You are trained to manage and maintain 
  books, and you find it easy to procure information from 
  tomes. You gain a +1 bonus on Linguistics or Profession 
  (librarian) checks, and one of these skills (your choice) 
  becomes a class skill for you. Once per day when you 
  would gain a bonus on a skill check from reading a book, 
  you can increase that bonus by 1.
  Master of Pentacles: Your many years spent studying 
  the art of summoning have given you a unique knowledge 
  of this subtle and complicated discipline. Once per day, 
  when casting a spell of the Conjuration school, treat 
  your caster level as two higher when determining the 
  spell’s duration.
  Soul Drinker: There is a dark hunger in you that rejoices 
  when you or an ally slays a foe. Once per day when an enemy 
  creature is killed, you may, as an immediate action, gain a 
  number of temporary hit points equal to the slain foe’s Hit 
  Dice. These temporary hit points last for 1 minute. This is 
  a supernatural ability.
  The Exchange
  The Exchange is an independent 
  business with close ties to the 
  Pathfinder Society. It seeks trade 
  and economic advantage through a 
  wide range of channels, calling upon 
  its more respectable businesspeople 
  when honesty is best, but not 
  flinching if it must employ the 
  occasional underhanded technique to break an enemy 
  monopoly. The company is the creation of Trade-Prince 
  Aaqir al’Hakam, who recently purchased the faction’s 
  assets from Qadira and merged his resources with those 
  of Guaril Karela, a Sczarni crime boss based out of 
  Absalom. Aaqir’s business acumen and instinct for trade 
  make him a capable and confident leader.
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  or religious factions, but members of the Grand Lodge 
  faction give their loyalty to the Ten and the Pathfinder 
  Society itself.
  Venture-Captain Ambrus Valsin, who controls all of 
  the goings-on within the Grand Lodge itself, is disliked 
  by many new Pathfinders, but appreciated by veterans for 
  his skillful assignment of agents. Detail-oriented and 
  annoyed by inefficiency, he doesn’t appreciate back-talk 
  and reserves the most difficult assignments for those who 
  annoy him.
  Goal: Loyalty to the Decemvirate above All
  Members of this faction are the most dedicated members 
  of the Pathfinder Society, embodying the key tenets of 
  the organization above all else. Focused on exploring 
  ruins as well as securing artifacts from those who don’t 
  appreciate them, these Pathfinders have an insatiable 
  sense of curiosity. Grand Lodge Pathfinders make 
  excellent teammates for larger expeditions, and have 
  filled the tomes of the Pathfinder Chronicles since the 
  earliest volumes. They often take inspiration from the 
  exploits of the early Pathfinder Durvin Gest, aspiring to 
  become as famous as that legendary adventurer.
  Grand Lodge Traits
  Members of the Grand Lodge faction can take the 
  following campaign traits at character creation or by 
  taking the Additional Traits feat.
  Insider Knowledge: Venture-Captain Valsin likes to 
  keep abreast of situations within the Pathfinder Society, 
  and you do your best to emulate him. Choose either 
  Diplomacy or Knowledge (local). You gain a +1 trait bonus 
  on all checks for the chosen skill, and the chosen skill 
  becomes a class skill for you.
  Loyalty: You resist attempts to dissuade you from 
  obeying the Decemvirate’s will. You gain a +1 trait bonus 
  on saving throws against enchantment spells and spell-
  like abilities.
  Observant: Sometimes it helps to pay attention to your 
  surroundings and the people you meet. Choose either 
  Perception or Sense Motive. You gain a +1 trait bonus 
  on all checks for the chosen skill, and the chosen skill 
  becomes a class skill for you.
  Proper Training: Your time at the Grand Lodge of 
  Absalom has served you well. Choose either Knowledge 
  (geography) or Knowledge (history). You gain a +1 trait 
  bonus on all checks for the chosen skill, and the chosen 
  skill becomes a class skill for you.
  Teaching Mistake: You know the consequences of 
  failure and strive never to make the same mistake twice. 
  Once per scenario, when you roll a natural 1 on any saving 
  throw, you gain a +1 trait bonus on your next saving 
  throw, which must be used before the end of the scenario.
  Liberty’s Edge
  The Liberty’s Edge faction attacks 
  its enemies from within, finding 
  dissidents, 
  freedom 
  fighters, 
  and revolutionaries among the 
  oppressed. It arms these allies with 
  covert aid, equipment, funds, and 
  intelligence they need to topple tyrants. Until recently, 
  the faction served Andoran directly, though it has since 
  split off from that nation’s oversight to better combat 
  corruption—both within and abroad.
  The faction’s leader is Major Colson Maldris, a 
  member of Andoran’s prestigious Eagle Knights, who 
  wields his blade against slavers and tyrants alike. 
  The youngest ever to achieve the golden eagle on his 
  shoulders and with many victories claimed in the name 
  of freedom, this rising star has ruffled more than a few 
  feathers along the way.
  Goal: In Pursuit of True Liberty
  Liberty’s Edge faction members seek to spark revolution 
  in decadent old empires and to civilize and educate the 
  ignorant peoples of lost and unknown lands. They press 
  for the abolition of slavery and the punishment of those 
  who perpetrate it. They bring the torch of freedom to the 
  world’s darkest places and banish mysticism, diabolism, 
  and fear. A member of this faction often performs acts 
  of sabotage and diplomacy while carrying out her duties 
  and should be willing to bend the rules of tyrannical law 
  in order to plant the seed of liberty, even when doing so 
  requires employing questionable techniques.
  Liberty’s Edge Traits
  Members of the Liberty’s Edge faction can take the 
  following campaign traits at character creation or by 
  taking the Additional Traits feat.
  Captain’s Blade: You were born on board a ship and learned 
  to fight beside the sailing men and women of the Andoran 
  fleet. While on board any vessel afloat on water, you gain a 
  +1 trait bonus on Acrobatics and Climb checks. One of these 
  skills (your choice) becomes a class skill for you.
  Freedom Fighter: Your family has long waged war 
  against tyranny, and you learned a great deal about 
  guerilla warfare in your youth. You gain a +1 trait bonus 
  on Stealth checks and a +1 trait bonus on attack rolls 
  made during the surprise round.
  Indomitable: Your strong, self-reliant swagger has 
  made you more resistant to domination and control. You 
  gain a +1 trait bonus on saving throws versus enchantment 
  spells and effects.
  Rousing Oratory: You are particularly adept at 
  expressing your beliefs in a way that resonates with 
  others. Perform (act, comedy, oratory, or sing) becomes a 
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  class skill for you. Once per day you can spend 1 minute 
  addressing and inspiring your allies within 60 feet, after 
  which you can attempt a DC 15 Perform (act, comedy, 
  oratory, or sing) check. If you succeed, your allies gain 
  a +1 trait bonus on saving throws against fear effects for 
  5 minutes. If you exceed the check DC by 10 or more, 
  increase the bonus by 1.
  Whistleblower: You are wise to the schemes of liars, 
  thieves, and cheats, granting you a +1 bonus on Sense 
  Motive checks, and that skill becomes a class skill for you.
  Scarab Sages
  As ancient Osirion began to decline 
  in its First Age, an order of sages 
  formed to catalogue and preserve its 
  wonders for a future dynasty. They 
  stored their secrets in specially 
  prepared gems, most of which were 
  lost during the Kelish occupation 
  millennia ago. Having revived the order, Tahnikepsu, a 
  reclusive dragon who became the Diamond Sage years 
  ago, now seeks these lost sage jewels and worthy scholars 
  to inherit the gems’ power. Reunited, the sages can 
  then secure ancient secrets and disseminate that lore to 
  modern innovators, sparking a new golden age of thought 
  and technology.
  Tahonikepsu works closely with Amenopheus, the 
  Sapphire Sage and former leader of the faction. While 
  his draconic ally manages the faction’s larger goals, 
  Amenopheus oversees many of the field operations and 
  acts as an ambassador to other organizations.
  Goal: Unlock the Wisdom of the Past for 
  a Brighter Future
  Seek and preserve the wonders of old civilizations such 
  as ancient Osirion—especially the sage jewels that 
  contain that desert kingdom’s precious secrets. Cultivate 
  excellence in the faction, its allies, and the enlightened, 
  as it is from these ranks that new sages will arise. 
  Scarab Sages Traits
  Attuned to the Ancestors: You were raised to believe 
  that undead are nothing to fear—they are simply the 
  unliving remnants of your honored ancestors. Once per 
  day, you can surround yourself with an aura of unlife. 
  Unintelligent undead ignore you unless you take action 
  against them, per hide from undead. The protection lasts 
  1 round for every two character levels you possess (with 
  a minimum of 1 round). If you take any offensive action 
  against any undead, this effect immediately ends. This is a 
  supernatural ability.
  Ancient Historian: You are well acquainted with the 
  lore of fallen empires. Choose either Knowledge (history) 
  or Linguistics. That skill becomes a class skill for you, 
  and you begin play able to speak and read one of the 
  following languages: Ancient Osiriani, Azlanti, Cyclops, 
  Jistkan, Tekritanin, or Thassilonian.
  Reverent Wielder: Some of the most powerful 
  weapons are priceless and ancient, and you are vigilant 
  in protecting your equipment as much as you protect 
  yourself. You gain a +1 trait bonus to CMD against 
  disarm, steal, and sunder combat maneuvers, and your 
  equipment gains a +1 trait bonus on all saving throws. 
  Secrets of the Sphinx: Your ancestors paid the proper 
  obeisance to Nethys, who granted their heirs special 
  divinatory gifts. Once per day, you may gain a +2 trait bonus 
  on any single Knowledge check. Additionally, choose one 
  Knowledge skill—this skill becomes a class skill for you.
  Tomb Raider: You’ve spent most of your life exploring 
  the ancient tombs and catacombs of Osirion. You gain a 
  +1 bonus on Perception and Knowledge (dungeoneering) 
  checks, and one of these skills (your choice) becomes a 
  class skill for you.
  Silver Crusade
  Some members of the Pathfinder 
  Society look upon recent events 
  with 
  dismay. 
  The 
  rampant 
  infighting that ceased only a 
  short time ago still has a chance 
  to reemerge. On top of that, the 
  actions of a few greedy and selfish 
  members have besmirched the Society’s name. In response, 
  the Silver Crusade faction formed, determined to root out 
  undesirable elements within the Society and spread the 
  cause of good through the Inner Sea—and beyond.
  Goal: Use the Society for Good
  Led by the retired Pathfinder Ollysta Zadrian, paladin 
  of Sarenrae, this faction seeks to be more than just 
  adventurers doing the bidding of the Decemvirate and 
  the venture-captains. While other factions, such as The 
  Exchange, may use the Society for personal gain, the 
  Silver Crusade attempts to transform the Society into an 
  organization that aids the weak, destroys evil, and makes 
  the world a better place.
  Silver Crusade Traits
  Members of the Silver Crusade faction can take the 
  following campaign traits at character creation or by 
  taking the Additional Traits feat.
  A Sure Thing: Once per day, you gain a +2 bonus on a single 
  attack roll against an evil-aligned creature. If the creature 
  is not evil-aligned, this ability is wasted with no benefit.
  Beneficent Touch: Once per day, when you cast a spell 
  or use a class ability that heals hit point damage, reroll 
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  any 1s that appear on the dice and take the new roll (even 
  if it is another 1).
  Comparative Religion: Your allies within the Silver 
  Crusade have taught you a lot about Golarion’s deities and 
  their followers. You gain a +1 trait bonus on Knowledge 
  (religion) checks, and Knowledge (religion) becomes a 
  class skill for you.
  Force for Good: Your good-aligned spells are especially 
  powerful, and they function at +1 caster level. This trait 
  makes your aura more powerful (one step higher), as 
  outlined in the detect evil spell.
  Unorthodox Strategy: You are particularly quick on 
  your feet, and gain a +2 trait bonus on Acrobatics checks 
  made to move through an enemy’s threatened squares.
  Sovereign Court
  The aristocracy of the Inner 
  Sea region is strongly divided 
  by national ties, competing 
  beliefs, 
  and 
  treatment 
  of 
  the 
  commoners 
  that 
  they 
  represent. 
  Petty 
  differences 
  and ancient feuds have worn 
  down the elite until many—particularly those of Taldor—
  have forgotten the virtues of nobility. Instead they hide 
  behind pompous displays and grand parties that further 
  drain the land’s wealth. Frustrated by Taldor’s malaise, 
  Lady Gloriana Morilla has created the Sovereign Court 
  faction to unite lesser nobles of many nations behind a 
  common philosophy of excellence, progress, and ambition. 
  In doing so, she and her agents must engage both in subtle 
  espionage and inspiring action.
  Goal: Nobility United for a Common Cause
  Unite the nobility of the Inner Sea to serve as the powers 
  behind their respective thrones and direct the nations 
  toward prosperity, peace, and perhaps the creation 
  of a new empire spanning Avistan and beyond. Avoid 
  advertising the existence of the faction except to likely 
  recruits, for many nations would see this organization as 
  a threat.
  Sovereign Court Traits
  Expert Duelist: In your youth, you spent countless hours 
  perfecting the art of the duel, focusing your efforts on 
  defeating a single foe. You gain a +1 trait bonus to your 
  Armor Class so long as you are adjacent to a single foe. This 
  trait bonus is not applied to your Armor Class for touch 
  attacks or when you are denied your Dexterity bonus.
  Fashionable: You spent your formative years as a young 
  blade in Oppara and learned the ins and outs of using 
  fashion to improve your relations with others. So long as 
  you are wearing clothing and jewelry worth more than 
  80 gp, you gain a +1 trait bonus on Bluff, Diplomacy, and 
  Sense Motive checks. One of these skills (your choice) 
  becomes a class skill for you.
  Impressive Presence: Your grandiose posturing often 
  makes it difficult for anyone to concentrate around you. 
  Once per day as a full-round action, you may attempt 
  to distract adjacent foes with a lengthy display of your 
  martial prowess. All adjacent foes must succeed at a Will 
  save (DC 10 + 1/2 your level + your Charisma modifier) 
  or gain the shaken condition. This condition persists 
  for 1 round.
  Influential: When you make a suggestion, strangers 
  often assume that it was their idea to begin with. You 
  gain a +3 bonus on Diplomacy checks to make requests of 
  a creature. Once per day, you may select one single spell 
  you are casting with the language dependent descriptor; 
  you increase the saving throw DC of that spell by 1.
  Unflappable: Whether it is a result of your dedication to 
  your work or just pure guts, nothing seems to shake you. 
  You gain a +1 trait bonus on saves against fear, and the DC 
  to demoralize you with Intimidate checks increases by 3.
  Changing Your Faction
  With the change of most factions from nation-based to 
  ideal-based at the start of Season 6, every character is 
  allowed one free faction change anytime during Season 
  6. After the one free faction change, if at any point you 
  become disillusioned with your faction, you can change 
  to a different one. The longer you have spent in service 
  to a faction, the higher the relative cost to change to 
  one that hasn’t seen firsthand your ability to forward 
  their goals. Changing your faction costs a number of 
  Prestige Points equal to 3 times your character level, 
  but does not alter your Fame score. (Prestige Points 
  and Fame are fully explained in Chapter 5). You retain 
  your faction traits, if any, but lose any faction-specific 
  Prestige Awards you have accumulated during your time 
  with your old faction; generic Prestige Awards from 
  Table 5–4 and Vanities (Pathfinder Society Field Guide 60) 
  are unaffected.
  Faction Retirement
  From time to time, over the course of the campaign, 
  one or more factions may be retired from active play. 
  Should a faction be retired, it will feature in a special 
  scenario designed to wrap up its story. Any character who 
  belongs to a faction that’s retiring and receives credit for 
  participating in one of these faction scenarios will be able 
  to receive a special reward on the scenario’s Chronicle 
  sheet. At anytime thereafter, before the faction is removed 
  as a legal choice from the campaign, that character may 
  change to a different faction one time at no cost. Any 
  faction-specific vanities, titles, traits, prestige items, or 
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  other purchases made while the character was a member 
  of the retired faction are retained by that character with 
  no changes. After the faction is retired, none of these 
  faction-specific items are available for future purchase. 
  Characters who belong to a faction that’s being retired 
  but who do not receive credit for the associated retirement 
  scenario prior to the faction being eliminated must 
  change factions (again at no cost) prior to receiving credit 
  for any further scenarios. No character may belong to a 
  retired faction after the faction’s elimination under any 
  circumstances. Finally, a GM who has a character in 
  one of the factions that’s being retired may assign 
  the Chronicle sheet from the special scenario 
  to one of his characters that is higher-level 
  than the scenario in this instance only.
  Liberty’s Edge faction PCs qualify for Andoran faction 
  vanities and mission boons available in past seasons. 
  Likewise, Dark Archive faction PCs qualify for Cheliax 
  rewards, Scarab Sages as Osirion, The Exchange as 
  Qadira, and Sovereign Court as Taldor. Without a boon 
  that states otherwise, a PC cannot earn Sczarni vanities 
  or boons.
  Season 6 Faction Goals
  Each faction has specific goals it hopes to achieve during 
  Season 6. Below is a brief overview of their motivations.
  Dark Archives: Establish the Dark Archive’s facility, 
  secure training for faction PCs, and build the faction’s 
  reputation in the Society.
  The Exchange: Establish a long-term trade deal with 
  one of several possible trading partners.
  Grand Lodge: Strengthen the Nantambu lodge and 
  investigate strange news from the Mwangi Expanse.
  Liberty’s Edge: Liberate slaves, and undermine tyranny 
  through the Inner Sea region.
  Scarab Sages: Secure a base of operations for the 
  Jeweled Sages, and seek new sage candidates.
  Silver Crusade: Aid in the redemption of villains, 
  deliver assistance to the needy, and help the veterens 
  of the Mendevian Crusade.
  Sovereign Court: Recruit like-minded nobles to 
  join the Sovereign Court.
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  19
  The unique nature of a shared-world campaign requires 
  some minor alterations to the standard Pathfinder RPG 
  rules in order to ensure that certain rules are enforced 
  the same way at every table, even if each of those tables is 
  run by a different Game Master. This chapter summarizes 
  these minor changes. For additional rules clarifications, 
  please view the official Pathfinder Society FAQ online at 
  paizo.com/pathfindersociety/faq. If a clarification on the 
  FAQ or messageboard directly affects your character, print 
  that section of the FAQ or messageboard ruling out and 
  bring it to games in which you play that PC to cut down on 
  any confusion or conflicts between yourself and a GM who 
  might not be familiar with the specifics of the situation.
  It is impossible for the campaign management staff to 
  cover every possible situation or rules interpretation. As 
  such, you may encounter rules combinations or questions 
  during the course of a scenario that aren’t covered in this 
  book or the official Pathfinder Society FAQ. In these cases, 
  the Game Master has the freedom to adjudicate the rules 
  as needed to ensure a fun and fair gaming experience is 
  had by all.
  No Player-versus-Player Combat
  The goal of Pathfinder Society Organized Play is to provide 
  an enjoyable experience for as many players as possible. 
  Player-versus-player conflict only sours a session. While 
  killing another character might seem like fun to you, it 
  certainly won’t be for the other character’s player. Even if 
  you feel that killing another PC is in character for your 
  PC at this particular moment, just figure out some other 
  way for your character to express herself. In short, you 
  can never voluntarily use your character to kill another 
  character—ever. Note that this does not apply to situations 
  where your character is mind-controlled by an NPC and is 
  forced by that NPC to attack a fellow Pathfinder.
  Do Not Bully Other Players
  We’re all friends here, and we’re all playing a game 
  together with the single purpose of having a wonderful 
  time. Do not push other players around just because 
  your character can. Extreme forms of dysfunctional play 
  will not be tolerated. A little fun banter between PCs can 
  be great roleplaying, but when you find yourself doing 
  everything in your power to make another character 
  look like an idiot or to undo everything that character 
  is trying to accomplish, you’ve probably lost sight of the 
  purpose of Pathfinder Society Organized Play and may be 
  asked to leave the table. Playing your character is not an 
  excuse for childish behavior. GMs should work with their 
  event coordinators to resolve any out-of-game conflicts. If 
  you are both the GM and the coordinator, use your own 
  discretion. Extreme or repetitive cases should be resolved 
  by asking the offender to leave the table.
  Do Not Cheat
  Do not falsify rolls, do not falsify your Chronicle sheets, 
  and do not add new items to your inventory without 
  buying them properly. Do not lie to a GM under any 
  Pathfinder Society 
   SPecial ruleS
  chaPter 5
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  GUIDE TO PATHFINDER SOCIETY ORGANIZED PLAY
  circumstances. Keep good records of your character and 
  make sure to bring all of your Chronicle sheets to every 
  event or session of Pathfinder Society Organized Play. 
  If you forget your Chronicle sheets, you will be unable 
  to play your character, though you may be able to play a 
  pregenerated character or start another character within 
  Society rules. GMs rely on accurately kept Chronicle sheets 
  to keep the campaign honest, fair, and fun for everyone. So 
  keep your records safe, keep them accurate, and keep them 
  with you when attending Pathfinder Society Organized 
  Play events. (We suggest a binder that can be completely 
  sealed between scenarios.)
  One Character at a Time
  You may only play one character during a specific scenario 
  session. You may have more than one active character in 
  Pathfinder Society Organized Play, but playing more than 
  one during a specific session is considered cheating. GMs 
  are allowed to play one pregenerated character during a 
  session, but only to make a legal table.
  Replaying Scenarios
  In certain circumstances, a player may need to replay 
  a scenario he has already completed, or play a scenario 
  that he has already run as a GM. The following rules 
  determine when replaying Pathfinder Society Scenarios 
  is legal, and what benefits you may gain from replay. 
  • The first time you play a scenario, the character you 
  play receives a Chronicle sheet that grants him XP, 
  gold, Prestige Points, boons, and the opportunity to 
  purchase any special items discovered in the course of 
  the scenario.
  • You cannot receive more than 1 player Chronicle and 1 
  GM Chronicle for the same scenario, regardless of how 
  many times you GM or play the scenario. You are free to 
  replay a scenario in order to meet the minimum legal 
  table size (see Chapter 7), but once you have reached that 
  limit, you do not earn any additional rewards beyond 
  having a good time. A player replaying a scenario in 
  order for the table to reach the minium table size should 
  (in this instance only) be given a Chronicle for the 
  scenario, though marked to earn 0 Gold, 0 Fame, 0 XP; 
  it does not allow the character to make a ‘Day Job’ check, 
  no boons, item access, or anything else appearing on the 
  Chronicle might provide for having played the scenario. 
  This Chronicle only serves as a placeholder to indicate 
  the character participated in the adventure, and gives a 
  place for consumables, purchases, and conditions to be 
  tracked from playing through the adventure. This is the 
  only exception to not having two of the same Chronicle 
  assigned to one character.
  • If you have already played a scenario and wish to replay 
  to help make a table legal, you must inform the GM that 
  you have already played the scenario. Some GMs may not 
  be comfortable running an adventure for players who 
  have foreknowledge of what is to come. If your GM is 
  not comfortable with you replaying a scenario, the GM 
  has the right to deny players the opportunity to replay 
  a scenario for any reason. All GMs are encouraged to 
  be as flexible as possible when replay is the only option 
  that allows them to seat the minimum legal number of 
  players at a game table.
  • If you spoil the plot for the table, the GM has the right 
  to ask you to leave the table. Be very careful about 
  character knowledge versus player knowledge. If you’re 
  concerned about possibly spoiling something during 
  the course of play, take the GM aside and ask how she 
  would like it handled. Remember: the goal of replay is 
  to make sure fun gaming happens, not to remove the 
  fun from gaming.
  There are two exceptions to these rules. All Tier 1 scenarios 
  and Tier 1–2 sanctioned modules are available for unlimited 
  replay with a 1st-level character for credit. The sanctioned 
  modules may also be played with a 2nd-level character 
  once for credit. GMs may receive another Chronicle sheet 
  each time they run one of the Tier 1 scenarios or Tier 1–2 
  sanctioned modules, but may only apply a Chronicle sheet 
  to one 2nd-level character per adventure. 
  Alternatively, campaign GMs who are recognized for 
  their efforts by receiving GM stars (see page 38), may 
  receive additional player or GM credit for a number of 
  non-Tier 1 scenarios or sanctioned modules per GM star 
  they have earned. For example, a three-star GM may 
  select any three scenarios or sanctioned modules that she 
  can then play or GM for credit one additional time each. 
  For each of these adventures, she can thus earn a total 
  of three Chronicle sheets, rather than the two normally 
  allowed. When replaying a scenario with GM-star credit, 
  the GM completing the Chronicle sheet will annotate the 
  Notes section of the Chronicle sheet and add “GM Star 
  Replay Credit × Star” to annotate the use of star credit 
  replay. The GM Star Replay Credits are a once per star, 
  lifetime benefit.
  No character may ever have two of the same Chronicle 
  sheet—a given Chronicle sheet must be applied to a 
  different character each time it’s earned.
  After the Scenario
  After you finish a scenario, you need to record your 
  character’s exploits and track her advancement, the 
  wealth she gained, any items purchased or sold, and the 
  Prestige Points she gained. When the scenario ends (or 
  you run out of time), your Game Master will give you 
  that scenario’s Chronicle sheet. This record allows 
  you to keep an accurate accounting of your character’s 
  ongoing advancements.
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  access to any piece of loot available in a scenario. Every 
  Chronicle sheet lists all of the loot that can be found 
  during the scenario, with the exception of minor items 
  available to every Pathfinder Society character. After 
  the scenario, the GM checks which items you and your 
  fellow Pathfinders discovered, and each of these items 
  immediately becomes available for purchase by all party 
  members. Items not discovered in play are blacked out 
  or lined out by the GM. In addition, every player who 
  completes a scenario receives a set amount of gold for the 
  scenario that she may spend to acquire items (either from 
  her collected Chronicle sheets, from the Core Rulebook, 
  or from approved Additional Resources). This gold piece 
  total can fluctuate depending on what you accomplished 
  and how you accomplished it. 
  For example, if the evil Hellknight you defeated at the 
  end of a scenario is wielding a +1 frost longsword, the sword 
  will appear on that scenario’s Chronicle sheet. Every PC 
  who wishes to do so has the opportunity to acquire that 
  +1 frost longsword. If two players in the scenario want it, 
  they both can purchase their own. This system, while not 
  necessarily realistic, ensures that all players have a fair 
  and equitable chance to acquire the items that best suit 
  their characters’ specific needs. 
  Note: You may use any item that you find during the 
  scenario for free until the end of the scenario, but you 
  must purchase the item when the scenario is over in 
  order for your character to be able to continue to use the 
  item. This rule is most applicable to consumables such as 
  potions, scrolls, and so on, but also applies to weapons, 
  magic items, and so on.
  A GM must be present in order for you to purchase items. 
  This can be done before, during or after the adventure. All 
  transactions must be recorded on the scenario’s Chronicle 
  sheet and reflected on your character’s Inventory Tracking 
  Sheet. We assume that you have enough bags, backpacks, 
  or muscle to haul around the loot you find or, in the case 
  of an urban scenario, immediate access to markets and 
  bazaars where you can sell your goods. If during a scenario 
  you find the +1 frost longsword from the example above and 
  decide to use it until the end of the adventure, but then you 
  get disarmed or it gets sundered, you are still able to buy 
  Step 1: Experience (XP)
  Pathfinder Society Scenarios do not award experience 
  points in the traditional sense. Additionally, Pathfinder 
  Society characters may choose between two different 
  advancement speeds to customize their Pathfinder 
  experience to their preference or to allow new friends to 
  “catch up” to older characters. At character creation and 
  each time your character gains a level, you decide if you 
  would like your character to be on the standard or slow 
  advancement track for the entirety of that level.
  Standard Advancement: In the standard advancement 
  track, for every scenario that your Pathfinder successfully 
  completes, you receive 1 XP. 
  Slow Advancement: In the slow advancement track, for 
  every scenario that your Pathfinder successfully completes, 
  you receive 1/2 XP. 
  The choice of advancement track is personal to your 
  character, so it is entirely possible to have characters in 
  the same adventuring party advancing at different rates. 
  In both advancement rates, your Pathfinder levels up 
  each time he acquires 3 XP. You may not continue to 
  play your character at the lower level once he has earned 
  enough XP to gain a level.
  Step 2: Day Job 
  Not every Pathfinder works for the Society full time. Some 
  are trained artisans, professionals, or performers and 
  earn extra gold on the side, between missions. During 
  these times, you can attempt a trained Craft, Perform, or 
  Profession check to see how much extra money you earn—
  this is called a Day Job check. In the Pathfinder Society 
  campaign, you may make one Day Job check after the end 
  of each adventure. Certain Vanities (Pathfinder Society Field 
  Guide 60) allow you to further modify your Day Job rolls, 
  or even let you use skill ranks from other, more specialized 
  skills like Heal or Sleight of Hand as Day Job rolls.
  Permanent bonuses from equipment, feats, racial 
  bonuses, and traits affect your Day Job check as they would 
  any check for the rolled skill, but temporary bonuses 
  such as those granted by spell effects, other than crafter’s 
  fortune, do not contribute, as the duration over which 
  the Day Job check is made is undefined and represents 
  a longer amount of time than a spell’s duration would 
  permit the bonus to remain. You may take 10 on a Day Job 
  check, but you may not take 20 nor can you aid another.
  In order to determine how much money you make as 
  a result of a Day Job check, consult Table 5–1. Add this 
  amount to the Day Job box on your Chronicle sheet.
  Step 3: Spoils of War and Buying Equipment
  Pathfinder Society Organized Play is unlike a standard 
  roleplaying experience. Instead of dividing up treasure 
  among your fellow party members, every Pathfinder has 
  TABLE 5–1: DAY JOB CHECK REWARDS
   
  DC Result 
  GP Award
   
  5 
  1 gp
   
  10 
  5 gp
   
  15 
  10 gp
   
  20 
  20 gp
   
  25 
  50 gp
   
  30 
  75 gp
   
  35 
  100 gp
   
  40 
  150 gp
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  GUIDE TO PATHFINDER SOCIETY ORGANIZED PLAY
  that item off the Chronicle sheet at the end of the scenario. 
  While this system isn’t entirely realistic, it removes an 
  incredible time sink from the play process (processing 
  gear) and helps keep the scenario on track, on time, and 
  moving quickly. 
  Some items may be so valuable that the gold you receive 
  in one scenario is insufficient to purchase it. If you are 
  unable to purchase a valuable item immediately, you 
  can save up your gold and purchase it during or after 
  another scenario. Every item listed on your Chronicle 
  sheets is considered always available for purchase for you, 
  regardless of whether it’s on your first Chronicle sheet or 
  your 21st Chronicle sheet. The only exceptions are items 
  that have a purchase limit. You may never purchase more 
  of that item throughout the life of your character than the 
  number amount listed as the purchase limit. 
  PCs can always buy weapons and equipment off their 
  Chronicle sheets and the approved equipment lists for 
  their size so long as their size is Small or Medium. Thus, 
  if a Chronicle sheet offers a Small PC the opportunity 
  to purchase a +1 frost longsword, she can always buy the 
  1 frost longsword at size Small. Items found while playing 
  the scenario, however, are the size they are when they’re 
  found. The size can only be adjusted up or down after 
  the scenario is over, while the PCs are buying new gear. 
  PCs purchasing equipment at sizes other than Small and 
  Medium must adjust the prices per the existing weapon 
  size rules (Core Rulebook 144).
  Step 4: Prestige
  In each scenario, you have the opportunity to earn up 
  to 2 Prestige Points. Each scenario offers two success 
  conditions. For each success condition your character 
  meets, you earn 1 Prestige Point.
  Prestige Classes
  Roleplaying requirements for prestige classes (such 
  as particular ceremonies or killing a devil) are waived 
  in Pathfinder Society. Please make the following 
  adjustments if you wish to take levels in Loremaster 
  or Pathfinder Chronicler. Additional prestige class 
  options (and any minor adjustments needed) are found 
  at paizo.com/pathfindersociety/resources.
  Loremaster: This prestige class’s requirement of “any 
  three metamagic or item creation feats” changes to “any 
  three metamagic or Spell Focus feats.”
  Pathfinder Chronicler: This prestige class does not 
  require an item creation feat to access it. 
  Conditions, Death, and Expendables
  When playing your own character, all conditions 
  (including death) not resolved within the scenario or 
  module must be resolved by the end of the adventure. 
  Likewise, any wealth spent or resources expended 
  during the course of the adventure are tracked and must 
  be recorded on the Chronicle sheet.
  All conditions gained during an adventure, except for 
  permanent negative levels, ability drain that does not 
  reduce an ability score to 0, and conditions that provide no 
  mechanical effect, must be resolved before the end of the 
  session; if these are not resolved the character should be 
  reported as ‘dead.’ Permanent negative levels, ability drain, 
  and non-mechanical conditions being carried over to the 
  next session should be recorded under the Notes section 
  of the Chronicle sheet. An unplayable character should be 
  marked as dead when reporting the session. See additional 
  rules under Dealing with Afflictions in Chapter 7.
  Death is a part of any RPG, and unfortunately it can 
  happen in Pathfinder Society Organized Play just like in 
  a regular Pathfinder RPG game session. The basic rule for 
  Pathfinder Society is that if a PC dies during the course of 
  a scenario, he can be raised by a PC of appropriate class and 
  level seated at his table (paying all expected costs), he can 
  be raised by an NPC in an appropriately sized settlement 
  (see “Purchasing Spellcasting Services”), or he can be 
  raised by his faction if he has sufficient Prestige Points.
  If a PC cannot be raised from the dead during or 
  immediately after the scenario in which he died, that PC 
  is dead and removed from play. In this instance, the GM 
  reports that the character in question died during the 
  course of play on the tracking sheet provided with the 
  scenario and on the character’s Chronicle for that scenario, 
  and the player will need to make a new 1st-level character to 
  continue play in Pathfinder Society. Please note that players 
  can (and are encouraged to) share or pool their resources in 
  order to bring a dead party member back to life. They may 
  not, however, pool Prestige Points to do so, even if they’re 
  from the same faction. PCs can also sell off gear, including 
  the dead character’s gear, at 50% of its listed value to raise 
  money to purchase a spell that will return their slain ally 
  from the dead, though they can only do so in a settlement 
  and they cannot sell off any items found during the current 
  scenario that they haven’t purchased. PCs who die during a 
  scenario and are raised receive full XP for that scenario, so 
  long as they completed at least three encounters.
  PCs may use the rewards from the Chronicle sheet 
  they earned in order to resolve any conditions, such as 
  death. PCs who ultimately do not return to the realm of 
  the living receive no XP, 0 Prestige Points, 0 gp, and no 
  boons for the scenario in which they died.
  Purchasing Equipment and Spells
  In Pathfinder Society Organized Play, you may never buy 
  items from, sell items to, or trade items with another player. 
  You may, however, allow another player to borrow an item for 
  the duration of a scenario. You are also permitted to spend 
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  your character’s gold to help a party member purchase 
  spellcasting services such as raise dead or remove disease.
  If gear you have found but not yet purchased is sundered 
  or lost during a scenario, you may still acquire it when 
  purchasing items at the end of a scenario. Found expendable 
  items such as potions or scrolls may be used during the 
  course of a scenario at no cost, but must be purchased if you 
  wish to carry that item with you into future scenarios.
  For ease of play, a masterwork item can always be 
  upgraded to a +1 item without paying for the masterwork 
  cost again. Instead, you pay the difference between the cost 
  of the +1 item and that of the masterwork item. This rule 
  also applies to upgrading from a +1 item to a +2 item and so 
  on—you never have to repay the original cost or sell your 
  current item for half to upgrade to the next step. Note that 
  this only applies to items of the same kind—you can’t, for 
  example, turn your masterwork rapier into a +1 greatsword. 
  A mundane item can not be upgraded to masterwork, nor 
  can nonmagical aspects of equipment be upgraded (such 
  as the strength rating on a composite bow).
  Additionally, any magic items whose usage frequencies 
  are less than 1/day (such as 1/week or 1/month and so on) 
  are considered to have the frequency of 1/scenario.
  An Inventory Tracking Sheet has been included at the 
  end of this document and is to be used for tracking all 
  purchases of 25 GPs or more, as well as what Chronicle 
  sheet the item was purchased from (if any) and any 
  consumables used.
  Where to Buy Gear
  For the sake of ease of play in Pathfinder Society 
  Organized Play, players may always buy gear, spells and 
  so on so long as their characters are in a town of more 
  than 5,000 residents. Pathfinder Society Organized Play 
  assumes that every faction has at least one representative 
  in every small city or larger settlement on Golarion. If 
  outside of a town, PCs may be restricted from buying 
  anything, though this varies by scenario.
  Always Available Items 
  You may always purchase the following items or 
  equipment so long as you’re in an appropriately sized 
  settlement (see above).
  • All basic armor, gear, items, and weapons from Chapter 
  6 of the Core Rulebook, including Small and Large-sized 
  items. This does not include equipment made from 
  dragonhide, but it does include equipment made from 
  the other special materials, such as alchemical silver 
  and cold iron (see the Special Materials section on 
  page 154 of the Core Rulebook). All mundane (completely 
  nonmagical) 
  weapons, 
  armor, 
  equipment, 
  and 
  alchemical gear found in any other source that is legal 
  for play are considered always available.
  • +1 weapons (2,000 gp + 300 for the masterwork weapon 
  cost + item cost)
  • +1 armor (1,000 gp + 150 for the masterwork armor cost 
  + item cost)
  • +1 shields (1,000 gp + 150 for the masterwork armor 
  cost + item cost)
  • Potions and oils of 0- or 1st-level spells at caster level 
  1st (50 gp or less)
  • Scrolls of 0- or 1st-level spells at caster level 1 (50 gp 
  or less)
  • Wayfinder (50% discount—250 gp; see page 299 of The 
  Inner Sea World Guide)
  Beyond the gear noted above, your character is 
  restricted to purchasing additional items from his 
  accumulated Chronicle sheets, or by capitalizing on his 
  fame. Weapons, armor, equipment, magic items and so 
  on that are outside of these lists are not available for 
  purchase at any time. 
  Item Value
  Items must be purchased at full value. You can’t buy 
  broken weapons or armor; you can’t buy partially charged 
  wands, rods, or staves; and you must buy ammunition in 
  full lots (typically 10 or 20 for mundane ammunition and 
  50 for magical ammunition). You may purchase items 
  of less than full value only if they appear that way on a 
  Chronicle sheet.
  TABLE 5–2: SAMPLE SPELLCASTING 
  COSTS FOR COMMON SPELLS
  Spell 
  Cost
  Atonement 
  500 gp (3,000 gp to restore 
  cleric, druid, inquisitor, or 
  paladin powers)
  Break enchantment 
  450 gp
  Dispel magic 
  150 gp
  Greater dispel magic 
  660 gp
  Greater restoration 
  5,910 gp
  Heal 
  660 gp
  Lesser restoration 
  60 gp
  Make whole 
  60 gp
  Neutralize poison 
  280 gp
  Raise dead 
  5,450 gp
  Regenerate 
  910 gp
  Remove blindness/deafness 
  150 gp
  Remove curse 
  150 gp
  Remove disease 
  150 gp
  Remove paralysis 
  50 gp
  Restoration 
  380 gp (or 1,280 gp to dispel 
  a permanent negative level)
  Resurrection 
  10,910 gp
  True resurrection 
  26,530 gp
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  Potions, Scrolls, and Wands
  All potions, scrolls, wands, and other consumables are 
  made by clerics, druids, or wizards in Pathfinder Society 
  Organized Play. The only exceptions are spells that are not 
  on the cleric, druid, or wizard spell list. For example, a 
  scroll of lesser restoration must be purchased as a 2nd-level 
  scroll off the cleric spell list and may not be purchased as 
  a 1st-level scroll off the paladin spell list. If a spell appears 
  at different levels on two different lists, use the lower level 
  spell to determine cost. As an example, poison would be 
  priced as a 3rd-level druid spell instead of a 4th-level cleric 
  spell. All potions, scrolls, and wands are available only at 
  the minimum caster level unless found at a higher caster 
  level on a Chronicle sheet.
  For the sake of simplicity, there is no difference between 
  an arcane and divine scroll or wand. Thus a bard and cleric 
  may both use the same scroll of cure moderate wounds.
  Finally, scrolls of spells of 7th level or higher are not 
  permitted for characters below level 12 unless you gain access 
  to them on a Chronicle sheet that specifically lists them.
  Spellcasting Services
  Sometimes awful things happen to adventurers. After an 
  all-night romp through the sewers, your wounds might 
  start to fester with some foul disease—you might even die. 
  You may have spells cast on your character, subtracting the 
  gold piece cost from your total. If your gold is insufficient, 
  the other players around the table may chip in to get you 
  back on your feet, but they cannot be compelled to do so. 
  It is their choice whether or not they aid you. Additionally, 
  your faction may be able to aid you with certain issues as 
  well, so long as you have enough Prestige Points to spend 
  in exchange for their aid (see Fame and Prestige). Any 
  spellcasting purchased using Prestige Points is cast at 
  minimum caster level.
  Generally speaking, you can pay to have spells cast on 
  you at any time during the scenario so long as you’re in a 
  settlement or have access to a temple, shrine, or wandering 
  mystic. Page 163 of the Core Rulebook covers the rules for 
  purchasing spellcasting services and the associated costs 
  are listed in the Spellcasting and Services table on page 159.
  For Pathfinder Society Organized Play, PCs may only 
  purchase spells with a total cost of above 3,000 gp by 
  visiting a settlement with more than 5,000 residents. Any 
  settlement smaller than that will have a mystic or full-
  blown wizard or cleric who can cast spells that cost fewer 
  than 3,000 gp, but never more. Please note that PCs may 
  never purchase the traveling service of a spellcaster—in 
  other words, a wizard from the local town is not, for any 
  price, going to accompany the PCs on their mission into 
  the nearby haunted castle.
  Spells that are 7th level or higher are not available 
  from spellcasting services. Spellcasters capable of casting 
  such spells are quite rare, and as such, cannot simply be 
  bartered with for higher-level spellcasting services. The 
  only exceptions to this rule are any 7th-level or higher 
  spells listed as available to be purchased by your faction.
  Spells
  The following spells found in the Core Rulebook are not 
  legal for play and may never be used, found, purchased, 
  or learned in any form by PCs playing Pathfinder Society 
  Scenarios: awaken, permanency, and reincarnate.
  All spells and effects end at the end of a scenario with 
  the following exceptions:
  • Spells and effects with permanent or instantaneous 
  duration that heal damage, repair damage, or remove 
  harmful conditions remain in effect at the end of the 
  scenario.
  • Afflictions and harmful conditions obtained during 
  a scenario remain until healed and carry over from 
  scenario to scenario (except in specific instances as 
  noted on Page 22).
  • A character may have one each of the following spells that 
  carries overs from scenario to scenario: continual flame, 
  masterwork transformation, secret chest, and secret page.
  Fame and Prestige
  While Fame and Prestige Points (PP) are related, they 
  represent two different things within a faction and serve 
  different purposes. Fame is a non-expendable number 
  that functions similarly to an ability score—the higher 
  your Fame, the greater your renown. Higher Fame scores 
  unlock resources that can be purchased from your faction 
  with Prestige Points and increase the maximum cost of 
  items you can purchase with gold. If Fame represents 
  the character’s overall reputation within a faction, then a 
  character’s Prestige Points represent what her faction owes 
  her in terms of favors, boons, and rewards.
  Since you spend Prestige Points to acquire goods, 
  services, or awards, and since Fame and Prestige Points are 
  gained at the same rate, your Prestige Point total will never 
  exceed your Fame score. You earn Fame by completing 
  missions for your faction—typically, a successful mission 
  awards 1 to 2 PP, increasing your current Fame by that 
  amount. For example, suppose Jothalia has 5 Fame and 2 
  PP with the Andoran faction, then successfully earns 2 PP 
  at the completion of a scenario. Her Fame score increases 
  to 7, and she has 4 Prestige Points to spend at any time in 
  the future.
  Earning Prestige
  Each scenario provides the opportunity for you to earn 
  2 Prestige Points over the course of the adventure. These 
  Prestige Points are tied to the completion of your mission, 
  and are outlined in the Success Conditions section of the 
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  TABLE 5–3: FAME AND ITEM PURCHASES
   Minimum Fame Required 
  Maximum Item Cost
   
  Under 5 
  0 gp
   
  5 
  500 gp
   
  9 
  1,500 gp
   
  13 
  3,000 gp
   
  18 
  5,250 gp
   
  22 
  8,000 gp
   
  27 
  11,750 gp
   
  31 
  16,500 gp
   
  36 
  23,000 gp
   
  40 
  31,000 gp
   
  45 
  41,000 gp
   
  49 
  54,000 gp
   
  54 
  70,000 gp  
   
  58 
  92,500 gp
   
  63 
  120,000 gp
   
  67  
  157,500 gp
   
  72 
  205,000 gp
   
  76 
  265,000 gp
   
  81 
  342,500 gp
   
  85 
  440,000 gp
   
  90 
  565,000 gp
   
  94 
  680,000 gp
   
  99 
  800,000 gp
  adventure. One of these conditions should be obvious at the 
  start of a scenario, while the second may require creative 
  thinking or may become apparent as the story progresses. 
  A player character advancing along the standard 
  advancement track may earn both Prestige Points in a 
  scenario, for a total of 6 PP per character level. To maintain 
  balance between characters on both advancement tracks, 
  those PCs utilizing the slow advancement track may only 
  earn 1 PP per scenario. 
  Benefits of Fame
  A character’s Fame represents her renown and status 
  within her faction. For every 10 points of Fame, a character 
  gains a cumulative +1 bonus on Diplomacy checks made 
  against members of her faction. Her Fame might also 
  afford her certain titles and incidental privileges and 
  allow her to purchase spells and items from her faction 
  between scenarios. A character’s Fame score determines the 
  maximum gp value of any items she can purchase from her 
  faction, as detailed in Table 5–3 below. The character must 
  still actually spend the gold to receive the desired item. For 
  double weapons, calculate the cost of each end separately 
  when considering Fame purchasing limits.
  Spending Prestige Points
  A character’s Prestige Points reflect the goodwill, political 
  capital, and personal favors she has built up through 
  service to the organization. While a character’s Fame can 
  provide certain titles and privileges, most tangible benefits 
  of faction membership are acquired by spending Prestige 
  Points on boons, favors, aid, spellcasting, or other services. 
  In addition to the generic Prestige Awards available to 
  all Pathfinders regardless of faction (listed in Table 5–4), 
  each faction offers specific Prestige Awards available 
  only to members, which are listed with each full faction 
  description presented in the Pathfinder Society Field Guide. 
  Regardless of a character’s Fame, the Prestige Point cost 
  for these boons and rewards remains the same—a member 
  of the Grand Lodge faction with a Fame score of 40 must 
  spend 1 PP to have a remove curse or dispel magic spell cast on 
  her behalf, just like a new initiate with a Fame score of 2.
  Once a Prestige Point is spent, it is spent permanently; it 
  is not recovered automatically like lost hit points or ability 
  score damage. The character may earn more Prestige 
  Points by completing additional faction missions.
  Characters may not spend Prestige Points during 
  combat. For the sake of simplicity, many GMs might 
  consider limiting characters to spending Prestige Points 
  only once per gaming session.
  Player characters may not pool Prestige Points to obtain 
  more expensive boons or services, even if they are members 
  of the same faction. As a general rule, Prestige Points are 
  designed to be spent by characters on themselves.
  A character’s ability to spend Prestige Points is 
  dependent on her being in contact with other members 
  of her faction, and unless noted otherwise, most 
  factions tend to have agents, contacts, or headquarters 
  in settlements that are at least the size of a large city. 
  To reflect the difficulty of contacting a faction agent in 
  a smaller settlement, Prestige Point costs increase by 5 
  in communities with fewer than 5,000 people. Note that 
  it’s possible for a player to spend her character’s Prestige 
  Points even if the PC is dead, petrified, or otherwise out 
  of commission. In essence, this represents the PC having 
  made prior arrangements with her faction to perform 
  certain actions on her behalf, such as recovering her dead 
  body and returning it to a specific location or having 
  it raised from the dead. In this event, the PC’s actual 
  location does not impact the Prestige Point cost.
  Beyond Level 11
  Congratulations! You have made it to the ranks of the 
  Pathfinder Special Agents, the Seekers. This august 
  group of explorers have adventured to lands unknown 
  within Golarion and beyond. 
  Once characters reach 12th level, they may no longer 
  play in tiered scenarios for levels 1–11, but they can play 
  special Tier 12+ scenarios and events. They immediately 
  gain the title Seeker and become special agents like 
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  Osprey, unfettered from faction and Pathfinder Society 
  politics—instead 
  creating 
  legends 
  of 
  their 
  own, 
  where every action or inaction becomes fodder for the 
  Pathfinder Chronicles.
  Seekers (previously known as retired characters) are 
  offered the opportunity to accomplish one last major 
  mission for the Pathfinder Society: participating in a 
  Seeker story arc (previously known as a retirement arc). 
  To play a Seeker (Tier 12) story arc, the character must 
  start it with exactly 33 XP. If a character is used to play 
  an 11th-level module starting at 31 or 32 XP or a Tier 12+ 
  special scenario at 12th level, thus ending the module 
  or special scenario with more than 33 XP, the character 
  receives full credit for the module or special scenario, but 
  may not play any part of a Seeker story arc (except for a 
  few grandfathered exceptions—see the Pathfinder Society 
  FAQ). Once a character starts a Seeker story arc, she may 
  not be used in any other module or special scenario until 
  she has completed the Seeker story arc.
  Characters that have already played in any part of the 
  Eyes of the Ten Seeker story arc receive XP retroactively. 
  Thus, a character who has completed the arc is 13th level 
  and has 38 XP.
  Any Seeker with sufficient Fame and experience can 
  purchase scrolls containing 7th-, 8th-, and 9th-level 
  spells, following the price guidelines in the Core Rulebook. 
  Access to these spells is restricted to scrolls and is not 
  available for spell-casting services. Upon reaching 13th 
  level, Seekers are eligible to select spells or purchase 7th-
  level scrolls. Upon reaching 15th level, they are eligible to 
  select spells or purchase 8th-level scrolls. Upon reaching 
  17th level, they are eligible to select spells or purchase 
  9th-level scrolls. 
  Pathfinder Tales Novels
  Because Pathfinder Tales novels are stories first and 
  foremost, there is no easy way to sanction items, spells, 
  feats, or other special abilities whole cloth. Instead, each 
  book allows players access to one single-use boon, which 
  a player may access by showing her copy of a Pathfinder 
  Tales book to the GM of any sanctioned Pathfinder 
  Society event and having the GM initial the box next to 
  the corresponding boon. Once all four boxes have been 
  initialed, the player may also apply the Prolific Reader 
  boon to a single character. This Chronicle sheet may only 
  be applied once per player, not once per character, but the 
  player may choose to apply the boon to any character. As 
  a result, the player does not need to fill out a character 
  name, character number, or faction until she decides to 
  apply the Prolific Reader boon to one of her characters.
  GMs are advised to work with players to make sanctioning 
  Pathfinder Tales Chronicle sheets easy and fast. As long as 
  the player has a copy of the book on hand, she should be 
  able to use the Chronicle sheet just like any other.
  Convention, Holiday, and Quest Boons
  You may not assign multiple copies of a boon to the same 
  character. If the only difference in the Chronicle sheet is 
  the title of the convention or event listed at the top, it is 
  effectively the same boon.
  For holiday boons, you must participate in a Pathfinder 
  Society Organized Play session in order to attach the 
  holiday boon to one of your characters. You may only 
  receive one copy of the boon but may assign it to any 
  one of your characters during the dates specified on the 
  boon. It does not have to be the character you play during 
  that session.
  For Quests, the boon must be applied to the character 
  played. If the character dies, apply the Chronicle sheet to 
  TABLE 5–4: GENERIC PRESTIGE AWARDS
  Award 
  Cost1
  +4 on any one skill check2 
  1 PP
  Dispel magic 
  1 PP
  Lesser restoration 
  1 PP
  Make whole 
  1 PP
  Remove blindness/deafness 
  1 PP
  Remove curse 
  1 PP
  Remove disease 
  1 PP
  Remove paralysis 
  1 PP
  Free purchase up to 150 gp3 
  1 PP
  Atonement 
  2 PP (8 PP to restore 
   
  cleric/druid/inquisitor/ 
   
  paladin powers)
  Break enchantment 
  2 PP
  Greater dispel magic 
  2 PP
  Heal 
  2 PP
  Neutralize poison 
  2 PP
  Restoration 
  2 PP (4 PP to remove a  
   
  permanent negative level)
  Free purchase up to 750 gp3 
  2 PP
  Regenerate 
  3 PP
  Have your body recovered by 
  5 PP  
  a rescue team
  Raise dead 
  16 PP
  Greater restoration 
  16 PP
  Resurrection 
  32 PP
  True resurrection 
  77 PP
  1 Add +5 to this cost if this benefit is purchased outside of a 
  settlement of 5,000 residents or more.
  2 Does not include the Day Job check.
  3 Once per session, you can acquire any single item of 
  this cost or less from your faction by spending the 
  appropriate number of Prestige Points. Items purchased 
  this way are worth 0 gp and cannot be sold.
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  the character, but cross off the boon. The death condition 
  is not permanent for Quests. This is an exception to the 
  normal death rules.
  Free Rerolls
   As a way of rewarding players who show their support 
  for the Pathfinder Society Organized Play campaign 
  by purchasing and wearing special shirts featuring 
  campaign 
  insignia, 
  faction 
  logos, 
  or 
  Pathfinder 
  branding, a player wearing any of the shirts listed below 
  during a Pathfinder Society event may reroll one d20 
  roll during the course of that scenario. This reroll must 
  happen before the original result is determined and 
  the player must use the reroll result, even if it is lower. 
  Game Masters are also invited to wear Pathfinder Society 
  Organized Play shirts, but gain no additional benefits 
  other than supporting Pathfinder.
  The following Pathfinder Society Organized 
  Play shirts are currently available.
  • Andoran faction shirt
  • Cheliax faction shirt
  • Osirion faction shirt
  • Qadira faction shirt
  • Taldor faction shirt
  • Venture-Captain polo
  • Venture-Lieutenant polo
  • Year of the Ruby Phoenix
  • Year of the Risen Rune shirt
  • Year of the Demon shirt
  • Year of the Sky Key shirt
  • Iconic character shirts 
  (Seoni, Harsk, Valeros, & 
  Kyra)
  • Paizo golem shirt
  • Pathfinder goblin with d20 
  shirt
  • Pathfinder goblin song shirts 
  (both color and black and white)
  • Pathfinder goblin with red gem shirt
  • Burnt Offerings Goblin shirt.
  • Gray Maiden shirt
  • Pathfinder Society-exclusive volunteer shirt
  • Goblinworks Kickstarter shirt
  • Pathfinder RPG Core Rulebook shirt
  • Dogslicer Ale shirt
  If a player is using a physical copy (not a PDF, printout, 
  or photocopy) of the Pathfinder RPG Player Character Folio, 
  he receives a free reroll. No player may receive more than 
  one free reroll per session.
  Additionally, when a player uses a free reroll, she may 
  present her Pathfinder Society membership card and 
  receive an additional +1 for every GM star she has earned, 
  for a maximum of a +5. 
  Finally, if a player receives a Campaign Service 
  Award coin for going above and beyond when 
  giving back to Pathfinder Society, she receives 
  a free reroll once per scenario upon displaying 
  the coin. She may also change her Pathfinder 
  Society number to the three-digit number 
  found on the coin.
  Playtests and Errata
  The Pathfinder Roleplaying Game is a living game, 
  and whether in the form of a playtest that varies from its 
  final incarnation, conversion from the 3.5 rules set to the 
  Pathfinder RPG, or an errata or FAQ to the Core Rules, 
  sometimes game elements change in the course of a PC’s 
  career. The following guidelines allow players to update or 
  convert existing characters to use the most current rules. 
  When rebuilding your character in any way, you must 
  describe all changes on your next Chronicle sheet in the 
  Notes section, and your GM must initial that section.
  If a feat or trait changes or is removed from the Additional 
  Resources list: You have two options. First, you may 
  either switch the old feat for an updated feat of the same 
  name in another legal source (if available), ignoring any 
  prerequisites of the new feat you do not meet. Alternatively, 
  you may replace the feat entirely with another feat for which 
  you meet all the prerequisites.
  WAYFINDER
  Aura faint evocation; CL 5th
  Slot none; Price 500 gp; Weight 1 lb.
  DESCRIPTION
  A small magical device patterned off ancient Azlanti 
  relics, a wayfinder is a compact compass typically 
  made from silver and bearing gold accents. A 
  badge of office for agents of the Pathfinder Society, 
  a wayfinder is as much a handy tool as a status 
  symbol. With a command word, you can cause a 
  wayfinder to shine (as the light spell). A wayfinder also 
  acts as a nonmagical (magnetic) compass, granting 
  you a +2 circumstance bonus on Survival checks 
  to avoid becoming lost. All wayfinders include a 
  small indentation designed to hold a single ioun 
  stone. An ioun stone slotted in this manner 
  grants you its normal benefits as if it were 
  orbiting your head; some ioun stones can 
  grant additional powers once they are 
  fitted into a wayfinder, at the GM’s 
  discretion.
  CONSTRUCTION
  Requirements Craft Wondrous 
  Item, light; Cost 250 gp
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  If a class, prestige class, or a class feature-dependent 
  ability score is altered: You may rebuild your character to 
  its current XP, maintaining the same equipment.
  WEAPON GLITCHES
  Weapons used to make more than one attack in a turn 
  might glitch multiple times during that turn.
  d% 
  Glitch
  01–02 Weapon does not function. All remaining charges  
   
  are drained.
  03–24 Weapon does not function, but still consumes the  
   
  normal number of charges.
  25–39 Weapon consumes twice as many charges as  
   
  normal and deals 1d6 points of electricity damage  
   
  per charge consumed (minimum 1d6) to the user.
  40–65 Weapon consumes twice as many charges as  
   
  normal.
  66–75 Weapon functions normally but flashes brightly,  
   
  blinding the wielder and adjacent creatures for 1  
   
  round (Reflex DC 15 negates).
  76–84 Weapon functions normally.
  85–92 Weapon functions better than anticipated,  
   
  granting a +2 bonus on attack rolls made with 
   
  that weapon for 1 round.
  93–96 Weapon functions much better than anticipated,  
   
  granting a +2 bonus on attack and damage rolls  
   
  made with the weapon.
  97–98 Weapon functions normally, and this use does not  
   
  consume any charges.
  99–100 Weapon functions normally, and a power surge  
   
  restores 1d6 charges to the item (up to but not  
   
  exceeding its capacity).
  If a class or prestige class changes in such a way that 
  you no longer have proficiency with a given weapon or 
  armor type: You may sell back the affected equipment and 
  only the affected equipment at full market value.
  SEASON 6 SPECIAL RULES
  During Season 6, PCs may come across pieces of 
  Numerian technology. Essential rules appear below; the 
  full rules are available in Pathfinder Campaign Setting: 
  Technology Guide.
  Much of the technology found in Numeria isn’t 
  pristine. Between languishing in forgotten ruins open to 
  the elements, being used by those ignorant of the nature 
  of this technology, and having no one skilled at building, 
  maintaining, or repairing such devices, most technological 
  items are “timeworn”—damaged and malfunctioning 
  (when not completely nonfunctional). These malfunctions 
  manifest in two ways: limited charges and glitches.
  A piece of timeworn technology may have additional 
  aesthetic and functional differences from a new piece 
  of the same equipment. Many of these effects are purely 
  cosmetic, such as cracks in the casing of an arc grenade 
  or primitive etchings on a suit of technological armor 
  placed there by a barbarian millennia ago. Pieces of 
  timeworn technology may also have minor mechanical 
  effects beyond glitches (at the GM’s discretion), such 
  as a timeworn laser pistol constantly humming and 
  imparting a –1 penalty on Stealth checks. 
  Note that not every technological item is timeworn, but 
  most technology that PCs encounter outside of the most 
  remote of Numerian ruins will be. These items function 
  normally, can be recharged, and do not suffer glitches.
  A timeworn technological item that is still somewhat 
  functioning is worth half of its normal listed price, 
  though one drained of its charges is worth 1% of its 
  normal value, as a curiosity to collectors. Timeworn 
  technology also has the following properties.
  Glitches
  Timeworn technology sometimes doesn’t work the way 
  it was intended to. When an item glitches, its effect is 
  hampered or enhanced, as determined by a d% roll (see 
  table above for weapon glitches or the Technology Guide 
  for a complete list of glitch effects for other technological 
  equipment). Not all glitches are catastrophic; they 
  represent unpredictable effects, for good and ill.
  When a timeworn technological item is first in 
  a scenario, there’s a 50% chance that it will glitch. 
  Additionally, when using an item in a way that would drain 
  its last charge, there’s a 50% chance it will glitch. If an item 
  requires a d20 roll (such as a skill check or an attack roll) to 
  activate or use, it automatically glitches on a natural 1.
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  29
  Pathfinder Adventure Paths and Pathfinder Modules may 
  be played as part of the Pathfinder Society Organized Play 
  campaign for credit. These adventures are produced for 
  a wider audience than just Pathfinder Society Organized 
  Play, and are thus structured differently than scenarios. 
  As such, the specific rules changes needed for receiving 
  Pathfinder Society Organized Play credit when playing 
  them are presented here.
  Key Differences from Scenarios
  Pathfinder Modules are generally three times the length 
  of a standard Pathfinder Society Scenario and often 
  take players two or three 4–5 hour sessions to complete. 
  Pathfinder Adventure Paths consist of six chapters, each 
  roughly four times the length of a standard scenario, and 
  can take months or years to complete. They do not contain 
  faction missions, nor are they tiered for play by characters 
  over a wide range of levels. Thematically, most Adventure 
  Paths and modules do not assume the characters are 
  Pathfinders. GMs and players are encouraged to create a 
  reasonable plot hook for their characters’ participation.
  Sanctioned Content
  Because of the differences in format and scope modules 
  and Adventure Paths present, only portions of them are 
  sanctioned for Pathfinder Society credit. Pathfinder 
  Modules are sanctioned in their entirety, and characters 
  who play through the entire 32-page adventure earn 
  a Chronicle sheet. For a complete list of sanctioned 
  Pathfinder Modules and their Chronicle sheets, please see 
  paizo.com/pathfinderSociety/about/additionalresources.
  Because of the length and scope of Pathfinder 
  Adventure Paths, only specific portions of these 
  adventures are sanctioned for Pathfinder Society credit. 
  Details on running the sanctioned content from each 
  volume of an Adventure Path can be found along with 
  the adventure’s Chronicle sheet(s). In general, a single 
  dungeon complex or adventuring location is sanctioned 
  from each Adventure Path volume, though some variation 
  from this may arise from time to time. For a list of 
  sanctioned content from Pathfinder Adventure Paths and 
  their Chronicle sheets, see paizo.com/pathfinderSociety/
  about/additionalresources.
  Legal Pathfinder Society Characters
  For modules and Adventure Path content below 9th level, 
  if you do not have a character in the correct level range, 
  you may use a Pathfinder Society pregenerated character, 
  available on paizo.com or the 1st- and 7th-level iconic 
  characters on pages 275–297 of the Pathfinder RPG NPC 
  Codex. You must apply the credit to your character 
  as soon as she reaches the level of the pregenerated 
  Sanctioned ModuleS 
  and adventure PathS
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  character played. If you play a non-1st-level pregenerated 
  character, you may apply credit from the pregenerated 
  character to one of your 1st-level characters, with 
  the gp gained reduced to 1,398 gp (or 699 gp for slow 
  advancement track characters). If you play a non-1st-
  level pregenerated character, you may apply the credit 
  to your character as soon as she reaches the level of the 
  pregenerated character played. Equipment listed on the 
  pregenerated character sheet may only be sold to clear 
  conditions, such as death, during the play of the module 
  and any remaining gold does not carry over at the end of 
  the module.
  Alternatively, if you are participating in a Pathfinder 
  Adventure Path with an ongoing group undertaking the 
  entire, six-book campaign, you may receive credit for 
  playing the sanctioned portions of the adventure as if you 
  had played a pregenerated character. In this case, GMs 
  running the Adventure Path are not bound to the rules 
  of the Pathfinder Society Organized Play campaign (such 
  as 20 point buy, unavailability of hero points, etc...) when 
  running the campaign or the sanctioned portion of the 
  adventure. Pathfinder Society characters and characters 
  from an ongoing Adventure Path campaign may not play 
  in the same adventure.
  Applying Credit
  All players receive a Chronicle sheet unless, at the GM’s 
  discretion, they are replaying the module or Adventure 
  Path for no credit. If a player uses an existing Pathfinder 
  Society character for the adventure, he must apply 
  the Chronicle sheet to that character immediately. A 
  player who uses a pregenerated character must apply 
  the Chronicle sheet to a 1st-level character or hold the 
  Chronicle sheet until his character reaches the level of 
  the pregenerated character.
  A GM who runs a module may likewise apply the 
  Chronicle sheet to one of her Pathfinder Society 
  characters. The GM must decide which of her characters 
  will receive the Chronicle sheet at the time when 
  the module or sanctioned Adventure Path content is 
  completed and the Chronicle sheets are filled out.
  Playing a module or sanctioned content from an 
  Adventure Path from beginning to end earns a character 
  3 XP and 4 Prestige Points if that character is on the 
  medium advancement track, or 1-1/2 XP and 2 Prestige 
  Points for characters on the slow advancement track. 
  If a character dies and is brought back to life, the 
  GM must determine the rewards for that character. 
  The minimum possible reward is 0 gp, 1 XP and 1 PP 
  on the medium advancement track or 0 gp 1/2 XP, and 
  1/2 Prestige Point on the slow advancement track. If a 
  character participates in more than 2/3 of the module, she 
  should receive the full rewards. GMs and active players 
  are encouraged to hasten the return of any characters 
  waiting to be raised from the dead.
  Players who do not complete each game session earn 1/3 
  fewer gold pieces, 1 less XP and 1 less Prestige Point for 
  each session missed. This also applies to players who join 
  later sessions; they receive 1/3 fewer gold pieces, 1 fewer 
  XP and Prestige Point for each session missed. In both 
  cases, players earn a minimum of 1/3 gold pieces, 1 XP and 
  1 Prestige Point. If a character earns more XP than she 
  needs to reach her next level, she may not choose to switch 
  advancement tracks at the new level earned.
  As always, each player may receive credit for each 
  module or Adventure Path volume once as a player 
  and once as a GM, in either order. Players must accept 
  a Chronicle sheet for their characters the first time 
  they play any sanctioned content. A player may replay 
  sanctioned content at the GM’s discretion, but the 
  player may not receive more than one Chronicle sheet 
  per adventure. The only exceptions are Tier 1–2 modules 
  and sanctioned Adventure Path content. A player may 
  only play a Tier 1–2 module or sanctioned Adventure 
  Path content for credit once with a 2nd-level character, 
  but may use additional 1st-level characters to replay the 
  same content for credit.
  Running Multi-Session Adventures
  Since sanctioned modules and Adventure Paths are multi-
  session events, Pathfinder Society characters may not be 
  used in other Pathfinder Society events until they receive 
  a Chronicle sheet for the sanctioned content. GMs are 
  advised to work with players who miss the final session of 
  the module or Adventure Path in order for those players to 
  receive their Chronicle sheets.
  Free RPG Day Modules
  The 16-page, Free RPG Day modules are more in line 
  with a normal Pathfinder Society Scenario. Currently, 
  these include Master of the Fallen Fortress, We Be Goblins!, 
  Dawn of the Scarlet Sun, We Be Goblins Too!, & Risen From 
  the Sands. To bring the Free RPG Day modules more in 
  line with the rest of Pathfinder Society Organized Play, 
  all current and future sanctioned Free RPG Day modules 
  will award 1 XP, 1 PP and the gp amount listed on the 
  Chronicle sheet if using the medium advancement 
  track. If using the slow advancement track, they award 
  1/2 XP, 1/2 PP and half the gp listed on the Chronicle 
  sheet. These apply only on successful completion of the 
  adventure. If you have played any of the Free RPG Day 
  modules listed above and been awarded Chronicle sheets 
  for them, the XP, Prestige Points, and gp you received 
  remain unchanged. All other rules for sanctioned 
  module play, found in Chapter 6 of the Guide to Pathfinder 
  Society Organized Play, should be followed.
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  Game Mastering for Pathfinder Society Organized Play is 
  not that much different from running a regular campaign, 
  with a few minor caveats. This chapter assumes that you 
  have read preceding chapters in this guide, which provide 
  all the information players need to participate in the 
  Pathfinder Society Organized Play campaign. If you have 
  not yet read them, do so before continuing. You need to 
  know what players know; what their expectations are; and 
  how their characters are created, played, and advanced 
  before you read any further.
  What Is a Game Master?
  A Game Master (GM) is the person who adjudicates the 
  rules and controls all of the elements of the story and world 
  that the players explore. A GM’s duty is to provide a fair 
  and fun game. In Pathfinder Society Organized Play, a GM 
  must also help players fill out their paperwork, ensuring 
  each player has an accurate accounting of his character 
  (PC), and must report the results of each game to the event 
  coordinator or on paizo.com/pathfindersociety.
  Who Can Be a Game Master?
  Anyone with a valid Pathfinder Society Number can run 
  a legal game of Pathfinder Society Organized Play. There 
  are no tests to qualify to GM a session, nor are there any 
  rating systems by which Pathfinder Society Game Masters 
  are judged or ranked by their players. While some players 
  are hesitant to transition into the role of Game Master, 
  local Pathfinder Society groups and the campaign as a 
  whole benefit as the pool of Game Masters increases. The 
  more active Game Masters are at a coordinator’s disposal, 
  the more tables of Pathfinder Society can be offered and 
  the faster the campaign can grow. In many cases, players 
  sitting at a new GM’s table can offer guidance to help build 
  the new GM’s skills and confidence, so don’t be afraid to 
  get behind the screen and give a whole table of players a 
  great Pathfinder Society experience.
  Your Duties as Game Master
  As a Pathfinder Society Organized Play Game Master 
  running a session at a convention or an in-store event, 
  you have the following duties.
  • Introduce yourself.
  • Encourage your players to introduce themselves (and 
  their characters).
  • It is recommended that you look over each player’s 
  character sheet and previous Chronicle sheets, quickly 
  checking wealth, equipment, calculations, and so on if 
  time permits.
  • Start playing the session.
  • Play for no more than 5 hours. (Note: home games and 
  online games do not necessarily have to follow this 
  restriction, and some conventions may run longer slots.)
  • Give each player an accurate Chronicle sheet for that 
  scenario (see Filling Out a Chronicle Sheet, later in 
  this chapter).
  • At conventions, you may also be expected to quickly fill 
  out scenario or module reporting sheets with additional 
  Pathfinder Society  
  orGanized Play GaMe MaSterS
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  tracking information—these sheets need to be turned 
  in to your coordinator so she can report the results.
  • When acting as both the Game Master and coordinator 
  for an event, you are expected to report the results 
  of your sessions on paizo.com/pathfindersociety 
  in a timely fashion. Failing to do so has negative 
  consequences for Pathfinder Society as a whole (see the 
  sidebar on page 37).
  If you are running a home game of Pathfinder Society 
  Organized Play, then your job is far less restricted by time 
  constraints and planning, but still requires some extra 
  effort on your behalf to ensure your campaign is recorded 
  properly. Depending on how you play with your home 
  group, you may take your time playing through a scenario 
  and allow PCs to follow up on interesting sideline details 
  or personal goals of their characters as you see fit. However, 
  the PCs never gain additional Prestige Points, experience, 
  or gold beyond the limitations of the scenario’s Chronicle 
  sheet or the basic Pathfinder Society Organized Play rules.
  When you are running a convention or in-store event 
  in an allotted time slot, the game needs to be far more 
  focused on accomplishing the goals of the scenario 
  and dealing with the encounters. While we certainly 
  encourage you to allow fun, engaging roleplaying to 
  take place, if your players are still playing darts at the 
  tavern an hour after the game started, you should prod 
  them into action. Though they may be having fun, they’ll 
  have considerably less fun later when they’re unable to 
  complete the scenario in the allotted time.
  Tiers and Subtiers
  Pathfinder Society Scenarios are designed so that players 
  of a variety of levels can participate in a given adventure, 
  though with some limitations. Starting with Season 3, there 
  are six different tiers currently offered within Pathfinder 
  Society Organized Play. These tiers are as follows.
  • Tier 1
  • Tier 1–5
  • Tier 3–7
  • Tier 5–9
  • Tier 7–11
  • Tier 12
  In addition, we offer a small number of interlinked 
  scenarios for 12th-level characters that are not normally 
  part of the storyline in a particular season.
  Most of these tiers have subtiers. The subtiers for each 
  tier are as follows.
  • Tier 1–5: Subtiers 1–2 and 4–5
  • Tier 3–7: Subtiers 3–4 and 6–7
  • Tier 5–9: Subtiers 5–6 and 8–9
  • Tier 7–11: Subtiers 7–8 and 10–11
  Tiers are a level restriction for play. If a PC’s level does 
  not fall within the level range of a scenario’s tier, that 
  character can not legally play in that scenario. For example, 
  a 5th-level PC is legal for play in scenarios of Tiers 1–5, 3–7, 
  and 5–9; a 1st-level PC can only legally play in a Tier 1 or 
  Tier 1–5 scenario. Within each tier, PCs should play in the 
  subtier in which they fall whenever possible, but they may 
  be allowed to play up or down, based on the average party 
  level at the table, as outlined below. Some scenarios or 
  special events offer more than two subtiers. In these cases, 
  no PC can play at a subtier more than 1 step away from her 
  character level.
  Determining Subtiers
  In order to determine which subtier a mixed-level group 
  of PCs must play in, calculate the group’s average party 
  level (APL). Divide the total number of character levels by 
  the number of characters in the party. You should always 
  round to the nearest whole number. If you are exactly at 
  0.5, let the group decide which subtier they wish to play.
  Starting with Season 4, scenarios are designed for six 
  characters and contain instructions on how to adjust the 
  scenario for four-character parties. When the APL of a table 
  is between two subtiers (like APL 3 for a Tier 1–5 scenario), 
  a party of four characters must play the lower tier without 
  any adjustments for party size. A party of five to seven 
  characters whose APL is between two subtiers must play 
  the higher tier with the four-character adjustment.
  For scenarios written in Seasons 0 to 3, when the APL is 
  in between subtiers, a party of six or seven characters must 
  play the higher subtier. Parties with four or five characters 
  must play the lower subtier. In the fringe case where there 
  are no players that are high enough to have reached the 
  subtier level (such as a party of six 3rd level characters), 
  the group may decide to play down to the lower subtier. 
  Legal Table Size
  The minimum table size for a Pathfinder Society 
  Organized Play session to be considered legal is four 
  PCs. Table size is capped at six PCs. In cases in which 
  you simply cannot seat four players, you may run a table 
  of three players, and play an official level-appropriate 
  pregenerated character in order to meet the minimum 
  table size of four PCs.
  Conversely, if seven players show up to an event, 
  rather than turning someone away from the campaign 
  altogether, consider adding a seventh person to the table. 
  These situations should be extremely rare and should only 
  be used as a last resort to sending someone home without 
  the chance to play. Seven-person tables often overpower 
  otherwise challenging adventures and limit the amount 
  of time each player gets to shine in the given scenario, and 
  many players prefer not to play at all rather than play at 
  such a large table. Check with the players to determine 
  their preferences before running a seven-person table.
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  One alternative to a seven-person table is to split the 
  group into two tables of three players, and ask one of the 
  players to serve as GM for the second table, with each GM 
  running a pregenerated character to fill her table out. 
  Tables should never have eight or more players.
  Adapting Seasons 0–4
  Because the Pathfinder Society Organized Play campaign 
  has evolved over its lifetime, some small adjustments 
  need to be made when running scenarios from Seasons 
  0–4 under the current rules. Below are instructions for 
  converting Scenarios #0–1 to #4–26.
  Season 0 (Scenarios #1–#28): Season 0 scenarios were 
  written under the 3.5 rules set of the world’s oldest roleplaying 
  game, before the release of the Pathfinder Roleplaying Game. 
  Scenarios are to be run with minimal changes by GMs, 
  limited to adding CMB/CMD scores to NPCs and monsters 
  and using newly combined skills such as Stealth and 
  Perception instead of Move Silently and Spot. If a creature 
  in the scenario also appears in the Pathfinder RPG Bestiary, 
  Pathfinder RPG Bestiary 2, or Pathfinder RPG Bestiary 3 and 
  maintains the same CR between both rules sets, you may use 
  the Pathfinder RPG stats in place of the 3.5 stats. This is the 
  only substitution allowed in these scenarios.
  Prestige awards and faction missions: Faction missions 
  no longer count towards the success conditions of a scenario, 
  but they may be used to add extra flavor to the game session. 
  Instead, earning Prestige is tied to fulfilling the primary and 
  secondary success conditions of each mission. The primary 
  and secondary success conditions grant 1 Prestige Point 
  each, for a maximum total of 2 Prestige Points. The primary 
  success condition for a Season 0–2 scenario is the overall 
  scenario’s goal; Season 3–4 scenarios instead use the Success 
  Condition included after the scenario’s Conclusion section. 
  A free, supplementary document available for download at 
  paizo.com/pathfinderSociety/pfsproducts/pfsFreeProducts 
  details the secondary success condition for each scenario.
  Seasons 0–2: For the first three seasons of the campaign, 
  only five factions were available for characters to ally 
  with. As such, members of the newer factions introduced 
  in Season 3 playing older scenarios may utilize faction 
  missions from another faction, as follows.
  • Grand Lodge faction PCs should treat Osirion faction 
  missions as their own for all Season 0, 1, and 2 scenarios.
  • Sczarni faction PCs should treat Taldor faction missions 
  as their own for all Season 0, 1, and 2 scenarios.
  • Silver Crusade faction PCs should treat Andoran faction 
  missions as their own for all Season 0, 1, and 2 scenarios.
  Seasons 3–4: Two factions that are now retired—the Lantern 
  Lodge and Shadow Lodge—were available for characters to 
  ally with during Seasons 3–4; ignore these factions’ missions.
  Slow advancement track rewards: The slow advancement 
  track option was introduced in Season 3. The maximum 
  amount of gold a slow advancement track PC can earn from 
  pre-season 3 scenarios is half the listed amount (or Out-
  of-Subtier amount, see below) rounded down. Similarly, 
  a Pathfinder using the slow advancement track may only 
  earn a maximum of 1 Prestige Point for completing both 
  mission objectives: 1/2 for completing the primary mission 
  objective and 1/2 for completing the secondary mission 
  objective. The pre-entered +1 XP on Chronicle sheets from 
  Season 0–2 scenarios should be changed to +1/2 for PCs 
  using the slow advancement track.
  Out-of-Subtier gold: The Out-of-Subtier value was 
  introduced in Season 5; therefore, Chronicle sheets from 
  Seasons 0–4 do not include these wealth tables for normal 
  or slow progression. The Out-of-Subtier gold value is the 
  average of the high and low subtiers; for slow progression 
  it is half the normal Out-of-Subtier value, rounded down.
  Table Variation
  While the goal of the Pathfinder Society Organized Play 
  campaign is to provide an even, balanced experience to all 
  players, doing so would require all PCs to be exactly the 
  same and all GMs to be restricted to a stiflingly oppressive 
  script. We understand that sometimes a Game Master 
  has to make rules adjudications on the fly, deal with 
  unexpected player choices, or even cope with extremely 
  unlucky (or lucky) dice on both sides of the screen. 
  As a Pathfinder Society GM, you have the right and 
  responsibility to make whatever judgements, within the 
  rules, that you feel are necessary at your table to ensure 
  everyone has a fair and fun experience. This does not 
  mean you can contradict rules or restrictions outlined in 
  this document, a published Pathfinder Roleplaying Game 
  source, errata document, or official FAQ on paizo.com. 
  What it does mean is that only you can judge what is right 
  for your table during cases not covered in these sources. 
  Scenarios are meant to be run as written, with no addition 
  or subtraction to number of monsters (unless indicated 
  in the scenario), or changes to armor, feats, items, skills, 
  spells, stats, traits, or weapons. However, if the actions 
  of the PCs before or during an encounter invalidate the 
  provided tactics or starting locations, the GM should 
  consider whether changing these would provide a more 
  enjoyable play experience. 
  Additionally, the GM may consider utilizing terrain and 
  environmental conditions when those effects have been 
  written into the flavor of a scenario but the mechanics that 
  are normally associated with them by the Core Rulebook 
  have not been added to the encounters. GMs are always 
  encouraged to reward role-playing and flavor when 
  adjudicating the reactions of NPCs or the outcome of in-
  game encounters. GMs may use other Pathfinder RPG 
  sources to add flavor to the scenario, but may not change 
  the mechanics of encounters. Specifically, the mechanics 
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  of an encounter are the creatures presented, the number of 
  opponents in the encounter, and the information written 
  into the stat blocks for those opponents. If an encounter 
  is a trap, haunt, or skill check that needs to be achieved to 
  bypass a situation then the listed DCs and results are not 
  to be altered, as they are the mechanics of that encounter. 
  Additionally, if an encounter already includes mechanical 
  effects of terrain, weather, or hazards, please be aware that 
  these things are also considered mechanics that may not 
  be altered.
  If a particular issue comes up repeatedly or causes a 
  significant problem in one of your games, please raise 
  any questions or concerns on the Pathfinder Society 
  Messageboards 
  at 
  paizo.com/pathfindersociety, 
  and 
  the campaign management staff or the Pathfinder 
  Roleplaying Game development team will work to provide 
  you with an answer to avoid confusion in the future. Even 
  with unlimited time to address such concerns, however, 
  there will always be slight table variation and Game 
  Master fiat. The following sections 
  provide advice on addressing 
  some common table variations 
  you should consider before 
  running a Pathfinder Society 
  game.
  Creative Solutions
  Sometimes during the course of a 
  scenario, your players might surprise 
  you with a creative solution to an encounter (or the 
  entire scenario) that you didn’t see coming and that isn’t 
  expressly covered in the scenario. If, for example, your 
  players manage to roleplay their way through a combat and 
  successfully accomplish the goal of that encounter without 
  killing the antagonist, give the PCs the same reward they 
  would have gained had they defeated their opponent in 
  combat. If that scene specifically calls for the PCs to receive 
  gold piece rewards based on the gear collected from the 
  defeated combatants, instead allow the PCs to find a 
  chest of gold (or something similar) that gives them the 
  same rewards. Additionally, if the PCs roleplayed past 
  an NPC who carries a specific potion or scroll that 
  the PCs might be granted access to on the scenario’s 
  Chronicle sheet, don’t cross that item off the sheet—
  instead, allow the PCs to find the item elsewhere 
  as a reward for creatively resolving the encounter 
  without resorting to combat. Pathfinder Society 
  Organized Play never wants to give the impression 
  that the only way to solve a problem is to kill it—
  rewarding the creative use of skills and roleplaying 
  not only make Society games more fun for the players, 
  but it also gives the GM a level of flexibility in ensuring 
  players receive the rewards they are due.
  Alignment Infractions
  Players are responsible for their characters’ actions. Killing 
  an innocent, wanton destruction, and other acts that can be 
  construed as evil by the GM may be considered alignment 
  infractions. “That’s just what my character would do” is not 
  a defense for behaving like a jerk.
   Alignment infractions are a touchy subject. Ultimately, 
  the GM is the final authority at the table, but she must warn 
  any player whose character is deviating from his chosen 
  alignment. This warning must be clear, and the GM must 
  make sure that the player understands the warning and the 
  actions that initiated the warning. The PC should be given 
  the opportunity to correct the behavior, justify it, or face the 
  consequences. We believe a deity would forgive a one-time 
  bad choice as long as the action wasn’t too egregious (such 
  as burning down an orphanage full of children, killing a 
  peasant for no good reason but sport, etc.). Hence, the GM 
  can issue a warning to the player through a “feeling” he 
  receives from his deity, a vision he is given, his conscience 
  talking to him, or some other similar roleplaying event.
  If infractions continue in the course of the scenario 
  or sanctioned module or adventure path, an alignment 
  change may be in order. If the GM deems these 
  continued actions warrant an alignment change, she 
  should note it on the character’s Chronicle sheet at 
  the end of the session in the Conditions Gained box. 
  The character may remove this gained condition 
  through an atonement spell. If the condition is 
  removed, the GM should also note it on the 
  Chronicle sheet.
  Characters who become wantonly evil, whose 
  actions are deliberate and without motive or 
  provocation, are retired from the campaign. 
  This measure is a last resort; there is more than 
  one way to play a given alignment.
  If a character has become wantonly evil as defined 
  above, the GM should escalate the report to the 
  convention coordinator, or the local Venture-Captain 
  or Venture-Lieutenant. If they agree with the GM, then 
  the character is deemed wantonly evil and considered 
  removed from the campaign. Again, these measures 
  should be taken as a very last resort.
  In the event of a wantonly evil character, record the 
  character as “Dead,” and the person who enters the tracking 
  sheet should check that box as well. If the convention 
  coordinator, Venture-Captain, or Venture-Lieutenant 
  decides the character fits the criteria for being wantonly 
  evil, she will then email the campaign coordinator to 
  advise him of the situation, including the player’s name, 
  Pathfinder Society Number, character name, and email 
  address. She will advise the player of these actions and 
  offer the player the campaign coordinator’s email 
  address so the player may present his case.
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  The Campaign Coordinator will present all facts to 
  the Venture-Captains and Venture-Lieutenants at large 
  with all names (both player and character) removed. If the 
  majority of Venture-Captains and Venture-Lieutenants 
  feel that the act was wantonly evil and the character is 
  irrevocably evil, then character will remain removed from 
  the campaign. If the majority feel the character should be 
  able to atone for his actions, the campaign coordinator 
  will contact the player and advise him of such. The email 
  may be printed and taken to the next game session so the 
  GM may adjudicate the atonement and document it on the 
  Chronicle sheet of the that game.
  Dealing with Death
  Given the dangers characters face once they become 
  Pathfinders, character death is a very real possibility (and 
  a necessary one to maintain a sense of risk and danger 
  in the game). Consider, however, that for players new to 
  Pathfinder Society Organized Play, or to the Pathfinder 
  RPG in general, a violent death in a first experience can 
  turn them off to the campaign and the game altogether. 
  While we don’t advocate fudging die rolls, consider the 
  experience of the player when deciding whether to use 
  especially lethal tactics or if a character is in extreme 
  danger of death, especially when the player is new to the 
  game. Most players whose first experience in a campaign 
  results in a character death don’t return to the campaign.
  Similarly, if the entire party is killed and can’t be 
  brought back to life, then the slot is over for everyone in 
  the party. This means those players may have a substantial 
  span of time before their next event at a convention with 
  no game to play. Obviously, we hope that such total party 
  kills never happen (and strive to balance the scenarios to 
  make it unlikely)—but, sometimes, the dice just aren’t 
  with you and everyone passes into the Great Beyond. Keep 
  in mind that a group of friends is likely to find something 
  entirely different to do if given several hours of dead time 
  at a convention, rather than wait around for another slot of 
  a campaign that just wiped them all out in one fell swoop.
  But what if your players accidentally or intentionally 
  kill an important NPC who was supposed to give them a 
  crucial piece of information that’s needed for the scenario 
  to progress? This is a tough problem for the GM and 
  requires improvisation. Don’t decide the scenario is over 
  just because the old man with the letter was caught in a 
  magical crossfire and roasted alive, destroying both him 
  and the important letter. Reveal that the letter survived by 
  some freakish miracle (it was in a fire-proof pouch in his 
  pocket) or maybe that the old man had a lackey who was 
  watching from a nearby alley and knows everything the old 
  man did, or another similar explanation. Improvisation 
  will keep your scenario moving forward and help you work 
  around unforeseen obstacles.
  Chronicles and Record-Keeping
  Regardless of whether you participate in Pathfinder Society 
  Organized Play at home or at a convention, your most 
  important responsibility as a GM—other than providing 
  your players a fair and fun gaming experience—is to keep a 
  careful record of events on every scenario’s Chronicle sheet. 
  Chronicle sheets record everything that a Pathfinder 
  Society character does over the course of her career 
  and serves as the official record of each character in the 
  campaign so a character can be played under a number 
  of GMs at events all over the world. Chronicles also help 
  prevent the rare unscrupulous player from cheating. 
  As you run your players through a Pathfinder Society 
  Organized Play scenario, there are three important 
  things you must keep track of Prestige Points, treasure, 
  and conditions. Tracking Prestige Points is fairly simple; 
  it requires you to read over the success conditions and 
  faction missions entries in the back of the scenario before 
  play, hand out the faction mission letters after reading out 
  the Getting Started text at the beginning of the scenario, 
  and then record whether or not the PCs accomplish these 
  missions during the scenario. It’s important to note that 
  scenarios from different seasons offer slightly different 
  methods of gaining Prestige Points during play, as covered 
  in Adapting Seasons 0–4 section above.
  When you are looking over the character record sheets 
  and Chronicle sheets of your players at the start of an event 
  slot, if you notice anything that seems amiss, you may ask 
  the player to justify the math. If you believe a player to be 
  cheating, please call over a coordinator to make a ruling. 
  If you are both the coordinator and the GM, it’s your call 
  how to proceed, though we recommend that you proceed 
  calmly, nicely, and with an open mind. The player may have 
  simply made a mistake, or you might have made a mistake 
  in your understanding of her Chronicle sheet and character 
  record sheet. 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 scenario for your players. If you believe the 
  player to be cheating, ask her to leave your table and then 
  send an email to the Pathfinder Society campaign staff 
  (pathfindersociety@paizo.com), detailing as much as you 
  can remember about the sheet—most importantly, get the 
  Pathfinder Society Number of the player in question.
  Filling Out a Chronicle Sheet
  Following is a 10-step walkthrough of how to fill out 
  a Chronicle sheet at the end of a scenario. Refer to the 
  sample Chronicle sheet to the right for the locations of 
  specific elements. Always fill out Chronicle sheets in pen, 
  and write clearly and legibly at all times.
  Step 1: Hand each of the players a blank Chronicle sheet 
  and ask them to fill out the sections marked A–G, J, K, and 
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  Normal
  Slow
  SUBTIER
  	
  Player	Name		
  A.K.A.
  	
  Character	Name	
  Pathfinder	Society	#	
  Faction
  –
  	
  EVENT		
  EVENT	CODE		
  DATE	
  Game	Master’s	Signature	
  GM	Pathfinder	Society	#
  For	GM	Only
  Normal
  Slow
  SUBTIER
  Normal
  Slow
  SUBTIER
  Normal
  Slow
  SUBTIER
  This	Chronicle	Sheet	grants	access	to	the	following:
  Notes
  Starting	XP
  EXPERIENCE
  GM’s
  Initial
  GM’s
  Initial
  GM’s
  Initial
  GM’s
  Initial
  XP	Gained	(GM	ONLY)
  Final	XP	Total
  +
  +
  +
  +
  =
  =
  FAME
  Initial	Prestige
  Initial	Fame
  Prestige	Gained	(GM	ONLY)
  –
  –
  Prestige	Spent
  Current		
  Prestige
  Final	
  Fame
  Starting	GP
  GP	Gained	(GM	ONLY)
  Day	Job	(GM	ONLY)
  Gold	Spent
  Total
  GOLD
  MAX	GOLD
  Scenario	Chronicle	#
  00-00 00,000 00,000
  00-00 00,000 00,000
  00-00 00,000 00,000
  00-00 00,000 00,000
  Pathfinder Society Scenario
  All	Subtiers
  Subtier	00-00
  A
  B
  W
  C
  D
  E
  F
  G
  M
  P
  S
  T
  U
  V
  J
  N
  K
  O
  I
  H
  L
  Q
  R
  36
  GUIDE TO PATHFINDER SOCIETY ORGANIZED PLAY
  P (Character Chronicle #, Advancement Track, Player Name, 
  Starting XP, Initial Fame, Initial Prestige, Starting GP, etc.). 
  When they’re done entering this information from their past 
  Chronicle sheets, have them return the documents to you.
  Step 2. Note the advancement track selected by each player 
  (F). Ensure this selection matches the player’s existing track 
  if he is between levels. If his Starting XP (G) is a multiple 
  of three and the selected track differs from the one on his 
  previous Chronicle sheets, confirm that he wants to change 
  his advancement track. 
  Step 3: Award the character XP based on his advancement 
  track. A PC may receive XP only if he survives the scenario 
  or is raised from the dead by the scenario’s conclusion and 
  completed at least three encounters over the course of the 
  adventure. A character using the standard advancement 
  track earns 1 XP; a character on the slow advancement track 
  earns 1/2 XP. Mark this value in the shaded XP Gained field 
  and initial the adjacent box (H).
  Step 4: Determine how many Prestige Points the 
  character earned over the course of the scenario. A 
  character on the standard advancement track can earn a 
  maximum of 2 Prestige Points: 1 PP for each mission 
  completed. A character on the slow advancement track 
  can earn a maximum of 1 Prestige Point: 1/2 PP for each 
  mission completed. Enter the number of Prestige Points 
  earned in the shaded Prestige Gained field and initial 
  the adjacent box (L).
  Step 5: Determine the Max Gold for the scenario based 
  on the PC’s advancement rate and the subtier played. Circle 
  the applicable value (F). If the PC’s level is not within the 
  subtier played (such as a 1st-, 2nd-, or 3rd-level character 
  in Subtier 4–5), circle the Out-of-Subtier gold value or 
  calculate the Out-of-Subtier value for Seasons 0–4 by taking 
  the average of both subtiers and rounding down. Write this 
  value beside area F and circle it. This value represents the 
  total gold piece value a character may receive for defeating 
  all enemies and finding all treasure in a scenario. If the 
  player is playing a non-1st-level pregenerated character, he 
  may choose instead to apply this Chronicle sheet to a 1st-
  level character by reducing this value to 500 gp (or 250 gp for 
  the slow advancement track). If the PCs failed to earn any 
  of the rewards listed for an encounter, deduct the amount 
  listed for the applicable subtier from the value circled in 
  area F. If the resulting value is negative, use 0 instead. Place 
  the result of this calculation in the shaded GP Gained field 
  and initial the adjacent box (Q).
  Step 6: Allow any PC who qualifies to make a Day Job 
  check, and enter the result of this roll (determined by 
  Table 5–1 on page 21) in the Day Job field and initial the 
  adjacent box (R).
  Step 7: Cross out any treasure items the party didn’t find 
  in the scenario and mark any special boons the players 
  did or did not earn (U); additionally, if you’re running the 
  lower subtier, always cross out all of the items listed for the 
  higher subtier. Return the Chronicle sheet to the player.
  Step 8: Have the player note all items purchased or sold, 
  including spellcasting services, in the notes section (V). If 
  the character gained an ongoing condition like a curse or 
  disease during the scenario, the player should note that 
  here as well. See Dealing with Afflictions on page 37 for 
  more information on noting conditions gained and cleared 
  during a scenario or after its conclusion. Additionally, 
  this is where the player must list any Prestige Awards his 
  character gains by spending Prestige Points. Sometimes a 
  player must have you witness a roll to verify he successfully 
  scribed a scroll into his spellbook or trained an animal 
  companion to do a new trick. Write your initials next to 
  any such entries in this sections to show that you witnessed 
  the roll and that the PC was successful in the attempt. Any 
  equipment purchased or sold, that is more than 25 GP, 
  should be tracked on the character’s current Inventory 
  Tracking Sheet, denoting the Character Chronicle # (A) 
  next to the item purchased, sold, or expended during the 
  course of the scenario or after its conclusion.
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  Step 9: Have the player finish the calculations on the right-
  hand side of the Chronicle sheet (sections I, M–O and S–T).
  Step 10: Review the completed Chronicle sheet and check 
  the player’s math. Ensure that the character has access to any 
  items bought and that the correct costs were paid. Verifying 
  this information now helps prevent errors from going 
  unnoticed on future Chronicle sheets. Once you’re satisfied 
  with the information on the Chronicle sheet, fill in the gray 
  box at the bottom of the sheet and sign (W). For “Event,” 
  write in the name of the event you are playing at—if this is a 
  home game or in-store game, just write “home game” or the 
  name of the store. If it’s a convention, write the name of the 
  show and the year. For “Event Code,” write in the event code 
  associated with your event on paizo.com/pathfindersociety. 
  This is only necessary if you registered your event.
  Dealing with Afflictions
  At the end of a scenario, a PC may have been afflicted with 
  any number of possible conditions, such as blindness, 
  curses, deafness, diseases, and poison. Verify that the player 
  recorded any conditions in the Items Sold/Conditions 
  Gained box on his Chronicle sheet and initial next to 
  what he wrote (see below). It’s specifically important that 
  conditions be written legibly so the player and subsequent 
  GMs can understand them. If the PC purchased the casting 
  of a spell to clear the condition, you need to make sure the 
  player recorded that information in the Items Bought/
  Conditions Cleared box at the bottom of the Chronicle 
  sheet. If another PC cleared the condition by casting a spell, 
  this information should be listed in the Items Bought/
  Conditions Cleared box, but with a 0 gp value and the 
  casting character’s full Pathfinder Society Number (XXXX-
  XX) written in next to the spell’s name. If a character 
  resolved a condition gained during a previous scenario 
  during this one, check that the condition is listed as cleared 
  under Items Bought/Conditions Cleared on the Chronicle 
  sheet for this scenario, and verify that the cost for resolving 
  it or the PC who cleared it has been recorded.
  Note: Any affliction that would result in an unplayable 
  character must be resolved at the table once the game ends 
  as explained in Chapter 5 of this document. 
  Reporting Scenario Results
  Once you have completed a scenario and filled out 
  everyone’s Chronicle sheets, someone needs to report the 
  results of the scenario. For home games, GMs are always 
  responsible for reporting their results. For convention 
  games and retail store games, the coordinator (who might 
  also be a GM) is responsible for reporting the results.
  Whether running a game at home or at a convention, you 
  should have a scenario tracking sheet for each session you 
  run. These can be found in the back of most scenarios or 
  online at paizo.com/pathfindersociety. As you’re checking 
  over the players’ completed Chronicle sheets, make note of 
  each character’s Pathfinder Society Number, character name, 
  faction, and Prestige Points earned during the scenario. 
  As soon as possible after the session ends, go to paizo.
  com/pathfindersociety, and click “Report My Event.” Follow 
  the instructions carefully, and enter the information from 
  this tracking sheet into the form on the website. You’ll note 
  that we collect far less information online than each player’s 
  Chronicle sheets contains—this is intentional.
  Beginning in Season 5, most scenarios have reporting 
  notes at the end of the adventure. These instruct a GM to 
  check one or more boxes (A, B, C, D) based on the PCs’ choices 
  and accomplishments, which help to shape the direction of 
  the campaign. Be sure to check these boxes as instructed.  
  Event coordinators at retail stores and conventions are 
  generally responsible for printing out scenario tracking 
  sheets, distributing them to GMs for each session they 
  run, and reporting the results of each session. As the 
  session finishes, simply fill out the items that need to be 
  tracked online on the convention tracking sheet and turn 
  it in to the coordinator. The coordinator will then input 
  all that information online either during the convention 
  or shortly thereafter. In retail games and at smaller 
  conventions, the coordinator is also often a GM. 
  Regardless of the location of play, do not forget to 
  report the results—reporting is very important to the 
  success of Pathfinder Society Organized Play! 
  Game Master Rewards
  In Pathfinder Society Organized Play, we reward GMs for 
  volunteering their time to run events. Starting with Version 
  THE IMPORTANCE OF REPORTING 
  YOUR RESULTS
  As a GM (and sometimes as the coordinator of a convention), 
  one of your most important duties is to report the results 
  of your scenarios online at paizo.com/pathfindersociety. 
  Reporting has a cascading effect. Pathfinder Society 
  campaign management needs accurate records to correctly 
  gauge how many people are playing Pathfinder Society 
  each month in order to track growth and properly budget 
  resources to meet the campaign’s needs. The more people 
  who play, the more money and time are dedicated to the 
  Pathfinder Society program. Failing to report can also have 
  direct consequences for a player who loses his Chronicle 
  sheets—if you have accurately reported things like sessions 
  played and Prestige Points gained, we can do a fairly decent 
  job of reconstructing a character sheet that was lost in a fire 
  or left behind at a convention. Physical records always count 
  as the truest accounting of a character—but the information 
  you report from your sessions is invaluable!
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  2.2 of this document (and not retroactive to any previous 
  scenarios that were run), any GM who runs a scenario 
  gets full credit for that scenario applied to one of her own 
  characters. “Full credit” means the GM gets the following: 
  1 XP for the scenario, 100% of the Max Gold for the subtier 
  most appropriate to the GM’s PC, and 2 PP (or, for a slow 
  advancement track character, 1/2 XP, 1 PP, and 50% of the 
  Max Gold for the subtier most appropriate to the GM’s PC).
  The GM may select any special boons bestowed by a 
  Chronicle sheet, such as free magical treasure, regional 
  boons, or future bonus die rolls. The GM does not get a Day 
  Job check. If the GM previously received partial credit on a 
  Chronicle sheet for a scenario she ran (using the old reward 
  system), she must keep the partial credit and cannot run the 
  scenario again for full credit on a second Chronicle sheet.
  Additionally, there is limited replay allowed depending 
  on the number of GM stars earned (see page 20).
  The subtier for which a GM’s character receives credit 
  depends on the character’s level. If a GM with a 1st-level 
  rogue runs a Tier 1–5 scenario using Subtier 1–2, she 
  takes a Subtier 1–2 Chronicle sheet for her 1st-level rogue. 
  If she instead runs a Tier 1–5 scenario using Subtier 4–5, 
  she still takes a Subtier 1–2 Chronicle sheet, as her PC 
  clearly falls within the lower subtier. 
  If the GM with a low-level character runs any higher 
  tier scenarios that don’t include a subtier for her 1st-level 
  rogue, she takes the lowest subtier Chronicle sheet from 
  that scenario and holds it for her PC. Then, once her PC 
  achieves the appropriate level for that Chronicle sheet, it is 
  immediately applied. For example, if a GM with a 1st-level 
  rogue runs a Tier 5–9 scenario, she would take a Subtier 
  5–6 Chronicle sheet (the lowest subtier for that tier) for 
  running the scenario and set it aside. Once her rogue 
  reaches 5th level, she can immediately apply the Chronicle 
  sheet to her character. This means that GMs’ characters 
  can potentially level up in bursts. 
  Should a GM receive a Chronicle sheet that indicates her 
  character is between subtiers (for example, if she runs a Tier 
  1–5 scenario but gives a 3rd-level character the Chronicle 
  sheet), she must always receive the Out-of-Subtier gold 
  value. This rule is meant to balance the fact that the GM’s 
  character doesn’t have to expend any resources or risk death 
  while gaining a Chronicle sheet for running a scenario. 
  A GM may apply credit for running a scenario, module, 
  or Adventure Path in any of the same ways a player can, and 
  must follow the same rules as a player when applying credit 
  to a character. When you choose to take a Chronicle sheet for 
  GM credit, you must decide which of your characters receives 
  the Chronicle sheet when you fill out the tracking sheet for 
  that table. You must apply Chronicle sheets in the order they 
  are received. The only exception is when you hold a higher-
  tier Chronicle for a lower-tier character. In either case, you 
  do not need to build the character until you actually play it.
  GM Stars
  In order to both encourage more reporting from GMs 
  and event coordinators and to offer a “bragging rights” 
  type of reward for GMs, Pathfinder Society Organized 
  Play offers a GM ranking system. This system uses stars 
  to denote the activity and experience of a given GM. The 
  stars are visible on your Pathfinder Society ID card, which 
  you can download from paizo.com/pathfindersociety and 
  print off each time you gain another star. 
  You can earn up to four stars for running (and 
  reporting) a certain number of games, as follows.
  • 10 sessions reported as GM = 1 star
  • 30 sessions reported as GM = 2 stars
  • 60 sessions reported as GM = 3 stars
  • 100 sessions reported as GM = 4 stars
  You are eligible to obtain a fifth star based on a number 
  of criteria. To obtain a fifth star, you must accomplish 
  the following achievements.
  First, a potential 5-Star GM must have run a total 
  of 150 Pathfinder Society game sessions, including at 
  least 50 different adventures and 10 or more Specials or 
  Exclusive events over your entire history as a GM.
  Second, once you qualify to be a 5-Star GM, you must 
  work with your Venture-Captain to arrange to run a 
  Pathfinder Society session in the presence of a Paizo staff 
  member, a Venture-Captain, or a Venture-Lieutenant. 
  This designated Paizo representative will evaluate your 
  rules knowledge, improvisational skills, preparation, and 
  ability to provide a fair and fun experience for Pathfinder 
  Society players.
  Finally, at the recommendation of the Paizo 
  representative, you may be granted a 5th star, which 
  will be noted on your paizo.com user profile, on your 
  Pathfinder Society membership card, and on your posts 
  to the Pathfinder Society messageboard at paizo.com. 
  Paizo announces and recognizes all 5-Star GMs by name 
  at both Paizo Con and Gen Con annually.
  There may be special five-star GM events and possibly 
  even future five-star GM rewards (in addition to the 
  existing four-star GM rewards).
  Ordering Scenarios
  All available Pathfinder Society Organized Play scenarios 
  can be found at paizo.com/pathfindersociety. Anyone can 
  purchase a scenario PDF—all you need is a free paizo.
  com account (which you need anyway in order to be a 
  member of Pathfinder Society Organized Play). Once 
  you’ve purchased a scenario, you do not need to purchase 
  it again in order to run it again. Scenarios are generally 
  available for $3.99 and are released the last week of 
  each month. At least two new scenarios are released 
  each month, with extra events and specials released 
  throughout the year.
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  39
  With thousands of players spread across numerous 
  continents, the Pathfinder Society Organized Play 
  campaign couldn’t be a success without the assistance 
  of dedicated volunteer regional coordinators—called 
  Venture-Captains and Venture-Lieutenants, after the 
  regional leadership of the Pathfinder Society within 
  the in-game world. Venture-Captains oversee large, 
  regional areas that contain a large number of players. 
  Venture-Lieutenants assist the Venture-Captains in 
  their coordination efforts. Whether they’re centered in 
  the same city or a smaller suburb near the population 
  center, Venture-Lieutenants serve as the right-hand 
  person in assisting Venture-Captains. Both of the 
  volunteer campaign leadership positions play a vital role 
  in assisting local players with both home and store game 
  days. Additionally, they work with local and regional 
  convention coordinators to help schedule Pathfinder 
  Society Organized Play games, to offer product prize 
  support and special Pathfinder Society Organized Play 
  limited Chronicle sheets for qualifying conventions, and 
  to assist in the recruitment of local Game Masters.
  Feel free to contact your local Venture-Captain or 
  Venture-Lieutenant at the email provided next to their 
  name if you have questions about private or public game 
  days, regional events and other play opportunities, if you 
  want to know how you can help out with expanding or 
  growing Pathfinder Society Organized Play in your area, 
  or to suggest a game store or convention at which you’d like 
  to see Pathfinder Society Organized Play events offered.
  Following is a list of all Venture-Officers at the time 
  of this guide’s release (this document will be updated 
  periodically as more coordinators are named).
  If you don’t see a Venture-Officer listed for your 
  region and feel you would make a good addition to the 
  Pathfinder Society Organized Play volunteer team, please 
  contact the Pathfinder Society campaign staff at mike.
  brock@paizo.com to find out what’s involved and to apply 
  for a position.
  Pathfinder Society  
  reGional coordinatorS
  chaPter 8
  PATHFINDER SOCIETY REGIONAL COORDINATORS
  Region 
  Name 
  Email
  Alabama—Birmingham 
  Mike Seales (VC) 
  grolloc@gmail.com
  Alabama—Mobile 
  Richard Harris (VC) 
  daggetb13@yahoo.com
  Alabama—Montgomery 
  Walker Schlundt (VL) 
  wschlundt@gmail.com
  Alabama—Tuscaloosa 
  Terry Victory (VL) 
  tav1967@yahoo.com
  Alaska—Fairbanks 
  Brendan Green (VC) 
  alaskapfsvc@outlook.com
  Arizona—Phoenix 
  Tom Martin (VC) 
  t.martin49@gmail.com
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  GUIDE TO PATHFINDER SOCIETY ORGANIZED PLAY
  Arizona—Phoenix 
  Jeff Way (VL) 
  JeffWayPFS@gmail.com
  Arizona—Tucson 
  James MacKenzie (VL) 
  escutcheon@aol.com
  Arizona—Yuma 
  Richard Chamberlain (VL) 
  rc7771@roadrunner.com
  Arkansas—Jonesboro 
  Bryan Robinett (VL) 
  punkgawd@hotmail.com
  California—Fresno 
  Will Johnson (VL) 
  willj@cvpathfinder.com
  California—Los Angeles 
  Robyn Nixon (VC) 
  pfslacoordinator@gmail.com
  California—Los Angeles (Inland Empire) 
  Brian Darnell (VL) 
  pfssocalhelp@gmail.com
  California—Los Angeles (Long Beach) 
  Jonenee Merriex (VL) 
  LBPFScoordinator@gmail.com
  California—Los Angeles (Mission Viejo) 
  Ron Feldman (VL) 
  pfsocron@gmail.com
  California—Los Angeles (Orange County) 
  Mark Dorrough (VL) 
  pathfinderprofessor@gmail.com
  California—Los Angeles (Santa Clarita) 
  Nicholas Milasich (VL) 
  jingai3@yahoo.com
  California—Los Angeles (Venice Beach) 
  Preston Poulter (VL) 
  prestonp@mac.com
  California—Sacramento 
  Brent Holtsberry (VC) 
  brenthberry@yahoo.com
  California—Sacramento 
  Richard Flynn (VL) 
  lachlain@yahoo.com
  California—San Diego 
  Eric Brittain (VC) 
  sdpathfinder@gmail.com
  California—San Diego 
  Joanna Gore (VL) 
  sdpfs12@gmail.com
  California—San Diego 
  Sean Ennis (VL) 
  sdpfsmasterofspells@gmail.com
  California—San Rafael 
  Joshua Archer (VL) 
  joshua@iocari.com
  California—Silicon Valley 
  John Francis (VL) 
  svpfsmail@gmail.com
  California—Silicon Valley 
  Wendy-Ann Francis (VL) 
  svpfsmail@gmail.com
  Colorado—Colorado Springs 
  Everett Morrow (VL) 
  everettmorrow5@yahoo.com
  Colorado—Denver 
  Jacque Woods (VC) 
  rmpfsjw@gmail.com
  Colorado—Denver 
  Martin Blake (VL) 
  martinblake1415@hotmail.com
  Colorado—Denver 
  Russell Brown (VL) 
  russbrown484@gmail.com
  Colorado—Ft. Collins 
  Bryan Critchfield (VL) 
  master_eji@yahoo.com
  Connecticut—Manchester 
  Earl Gendron (VL) 
  ct.pfs.kirstov@gmail.com
  Connecticut—Newington 
  William Wadhams (VC) 
  pfsctguru@gmail.com
  Florida—Clearwater 
  Kristie Schweyer (VC) 
  tampabaypathfinder@gmail.com
  Florida—Coral Gables 
  Monica Taramona (VL) 
  monicataramona15@gmail.com
  Florida—Ft. Myers 
  Jason Binder (VC) 
  johaan05@gmail.com
  Florida—Ft. Myers 
  Skyler Slafsky (VL) 
  sslafsky@gmail.com
  Florida—Gainesville 
  Jack Ellis (VC) 
  Jack.d.Ellis@gmail.com
  Florida—Hialeah 
  Rene Alfonso (VL) 
  spiritofandoran@yahoo.com
  Florida—Jacksonville 
  James Apostolou (VC) 
  Mage1Hand1@yahoo.com
  Florida—Jacksonville 
  Mike Eckrich (VL) 
  baronjett@yahoo.com
  Florida—Jacksonville 
  Patrick Wishart (VL) 
  vvhy24rcl@gmail.com
  Florida—Jacksonville 
  Thomas Graham (VL) 
  kaintseeker@gmail.com
  Florida—Melbourne 
  Samantha Dumont (VL) 
  ca_tron@yahoo.com
  Florida—Miami 
  Rafael Taramona(VC) 
  Morganwolf.RT@gmail.com
  Florida—New Port Richey 
  Dylan Williams (VL) 
  Dylan.A.Williams@gmail.com
  Florida—Ocala 
  Joshua Robertson (VL) 
  josh@seagryfn.com
  Florida—Orlando 
  Shane Murphy (VC) 
  Smgmurphy@gmail.com
  Florida—Orlando 
  Nick Adams (VL) 
  Athansor@gmail.com
  Florida—Pensacola 
  Kenny Pearson (VC) 
  kpearson57@gmail.com
  Florida—Sarasota 
  Joseph Yerger (VL) 
  yergerjo@yahoo.com
  Florida—St. Petersburg 
  Andrew Berger (VL) 
  Aberger2nd@yahoo.com
  Florida—Tampa 
  Dominick Trascritti (VL) 
  dominicktrascritti@yahoo.com
  Georgia—Athens 
  David Shaw (VC) 
  dshaw@georgiapfs.org
  Georgia—Athens 
  Steve Arnold (VL) 
  stevearnold@gmail.com
  Georgia—Atlanta 
  Dan Cornett (VC) 
  dan.cornett@georgiapfs.org
  Georgia—Atlanta 
  Andrew Roberts (VL) 
  at.roberts49@gmail.com
  Georgia—Atlanta 
  Carlos Robledo (VL) 
  robledo.gt@gmail.com
  Georgia—Atlanta 
  Peter Chen (VL) 
  pfspete@gmail.com
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  GUIDE TO PATHFINDER SOCIETY ORGANIZED PLAY
  Georgia—Buford 
  Bart Bailey (VL) 
  Bartgroks@gmail.com
  Georgia—Savannah 
  Amanda Plageman (VC) 
  vc.savannah.pfs@gmail.com
  Idaho—Boise 
  Sarah Bull (VL) 
  vlidaho.sbull@gmail.com
  Idaho—Twin Falls 
  Mark Nattress (VC) 
  rendrin@gmail.com
  Illinois—Carbondale 
  Seth Gipson (VL) 
  southernillinois.pfs@gmail.com
  Illinois—Chicago 
  Richard Gilbert (VC) 
  ChicagoPFSVC@yahoo.com
  Illinois—Chicago 
  Brad Ruby (VL) 
  CowsGamers@aol.com
  Illinois—Chicago 
  Garrett Gottschalk (VL)  
  garrett@windycitypathfinder.com
  Illinois—Chicago 
  Robert Wadowski (VL)  
  NorthILPFS@gmail.com
  Illinois—Decatur 
  Bob Jonquet (VC) 
  pfs.illinois@gmail.com 
  Illinois—Peoria 
  Shaun Burton (VL) 
  vampyr13@gmail.com
  Illinois—Richmond 
  Chris Rathunde (VL) 
  chris.rathunde@pathfindersociety.net
  Illinois—Rockford 
  Peter Kies (VL) 
  the_dungeon_master@comcast.net
  Indiana—Beechgrove 
  Jim Crase (VL) 
  lester_dorsey@yahoo.com
  Indiana—Evansville 
  Jeremy Chapman (VL) 
  jwchapman13@gmail.com
  Indiana—Fishers 
  Mark Stratton (VL) 
  mark.stratton@gmail.com
  Indiana—Ft. Wayne 
  Leslie VanderHart  (VC) 
  lesliedvanderhart@gmail.com
  Indiana—Ft. Wayne 
  Emery VanderHart  (VL) 
  emery.vanderhart.pfs@gmail.com
  Indiana—Indianapolis 
  Chris Bonnet (VC) 
  chrisbonnet18@gmail.com 
  Indiana—Indianapolis 
  Marc Rothenberg (VL) 
  Rothenwork@gmail.com
  Indiana—Lafayette 
  Michael Costello (VL) 
  michaelpfsindiana@yahoo.com
  Indiana—Northwest Indiana 
  Brian D. Mooney (VL) 
  PFSNWI@gmail.com
  Indiana—Westfield 
  Michael Cleland (VL) 
  topfin39@gmail.com
  Iowa—Des Moines 
  Derek Boobyer (VC) 
  balakus01@mchsi.com
  Iowa—Iowa City 
  LeDon Sweeney (VC) 
  lead82@mchsi.com
  Kansas—Kansas City 
  Scott DeCoursey (VC) 
  coastalsoul5@yahoo.com
  Kentucky—Frankfort 
  Nathanael Broomall (VL) 
  lummox99@yahoo.com
  Kentucky—Louisville 
  Chad Newman (VC) 
  chad@louisville-pfs.com
  Louisiana—Baton Rouge 
  Brett Carlos (VL) 
  the.real.sowhereaminow@gmail.com
  Louisiana—Houma 
  Morgan Allison (VL) 
  Morgan@allisonattorneys.com
  Louisiana—New Orleans 
  Mike Dalrymple (VC) 
  pestigor@gmail.com
  Louisiana—New Orleans 
  Anthony DiDomenico (VL) 
  anthonydido@gmail.com
  Louisiana—New Orleans 
  James Hazel (VL) 
  hawk10191@charter.net
  Louisiana—New Orleans 
  Walter Helgason (VL) 
  jwaltero@yahoo.com
  Maryland—Baltimore 
  Matthew Hudson (VC) 
  PFS.WashingtonDC.VL@gmail.com 
  Maryland—Baltimore 
  Amanda Holdridge (VL) 
  Dragonkitten@gmail.com
  Maryland—Baltimore 
  Glindon Ashbrook Jr (VL) 
  ashbrookjr@yahoo.com
  Maryland—Columbia 
  Zane Nietiedt (VL) 
  chief_zn@hotmail.com
  Maryland—Frederick 
  Kurt Schaecher (VL) 
  gcell2008@gmail.com
  Massachusetts—Boston 
  David Montgomery (VC) 
  CambridgePFS@gmail.com
  Massachusetts—Boston 
  R. Diaz (VL) 
  rgd.pfs@gmail.com
  Massachusetts—North Shore 
  Lucas Servideo (VL) 
  PFSnorthshoreMA@gmail.com
  Michigan—Central Michigan  
  Eric Clingenpeel (VL) 
  eric@michiganpfs.org
  Michigan—Detroit 
  William Jones (VC) 
  xathanos@att.net
  Michigan—Detroit 
  Doug Miles (VL) 
  pfs.rc.detroit@gmail.com
  Michigan—Detroit 
  Jeffrey Stop (VL) 
  zozzle_qork@yahoo.com
  Michigan—Greenville 
  Stephanie Lafayette (VL) 
  slafayette00@gmail.com
  Michigan—Iron Mountain 
  Brandt Prickett (VL) 
  bjp050569@yahoo.com
  Michigan—Lansing 
  Robert Crawley (VL) 
  robertcra@yahoo.com
  Michigan—Mt. Pleasant 
  Burt Schoder (VL) 
  burtschoder@yahoo.com
  Michigan—South Haven 
  Jim Tinklenberg (VL) 
  apoptosis@comcast.net
  Michigan—Upper Peninsula 
  Phillip Aten (VC) 
  tanithcmdr@ymail.com
  Minnesota—Minneapolis 
  Jon Dehning (VL) 
  vc.mpls.mn.jhdehning@gmail.com
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  GUIDE TO PATHFINDER SOCIETY ORGANIZED PLAY
  Minnesota—St. Paul 
  Andrew Christian (VL) 
  VC-STP-AChristian@comcast.net
  Mississippi—Biloxi 
  Mike Brown (VL) 
  smspathfinderlt@gmail.com
  Mississippi—Ocean Springs 
  John Grigsby (VC) 
  whtknt@cableone.net
  Missouri—Cape Girardeau 
  Michael VonHasseln (VC) 
  SEMOPFS@gmail.com
  Missouri—Cape Girardeau 
  Tim Watkins (VL) 
  tavruli@hotmail.com
  Missouri—Columbia 
  Jason Roeder (VC) 
  kikai13@yahoo.com
  Missouri—Columbia 
  Barry Stoddard (VL) 
  techlee@gmail.com
  Missouri—Columbia 
  Chris Hays (VL) 
  topher0079@sbcglobal.net
  Missouri—Springfield 
  Samuel Scott Hutton (VL) 
  setaprt04@yahoo.com
  Missouri—St. Louis 
  Brett Sweeney (VC) 
  stlpfs@gmail.com
  Nebraska—Omaha 
  Todd Morgan (VC) 
  toddpmorgan@gmail.com
  Nebraska—Omaha 
  Nate Sheridan (VL) 
  njsheridan@gmail.com
  Nebraska—Omaha 
  Rachel Hill (VL) 
  Rachel.san@gmail.com
  Nevada—Cold Springs 
  James Wheeler (VL) 
  jwheeler98@gmail.com
  Nevada—Henderson 
  Adam Mickelson (VL) 
  pfs.adam@vegasgamers.org
  Nevada—North Las Vegas 
  Ethan Cline (VL) 
  Ethan.cline@pathfindersociety.net
  Nevada—Reno 
  Rorary Prisock (VC) 
  vcrorary@gmail.com
  Nevada—Reno 
  David Gormley (VL) 
  karnos1000@gmail.com
  Nevada—Sparks 
  Jason Liswood (VL) 
  lordzod@hotmail.com
  New Jersey 
  June Soler (VC) 
  njpathfinders@gmail.com
  New Jersey—Saddlebrook 
  Richard Lighthiser (VL)  
  Malafarquinn@gmail.com
  New Jersey—West Berlin 
  Brian Lefebvre (VL) 
  SouthJerseyPFSVL@gmail.com
  New Mexico—Albuquerque  
  Jonah Nelson (VL) 
  VL.AlbEast@gmail.com
  New York—Albany 
  Tim Carleton (VC) 
  carleton@nycap.rr.com
  New York—Albany 
  Terence Barton (VL) 
  terence@rockkrawler.com
  New York—Flushing 
  Billy Darios (VL) 
  bdarios@gmail.com
  New York—Long Island 
  Brian Cea (VL) 
  Fenris715@gmail.com
  New York—New York City 
  Art Lobdell (VC) 
  PSRDNYC@hotmail.com
  New York—New York City 
  David Santana (VL) 
  VLTRokktor@yahoo.com
  New York—Syracuse 
  Christopher Donnangelo (VL) 
  chris.donnangelo@pathfindersociety.net
  North Carolina—Asheville 
  James Becker (VC) 
  luthril@gmail.com
  North Carolina—Asheville 
  Dain Nielsen (VL) 
  zylphryx@gmail.com
  North Carolina—Charlotte 
  Andrew Riebe (VC) 
  venturecaptain@hornetsnestlodge.org
  North Carolina—Charlotte 
  Aaron Bryant (VL) 
  kekashi@hornetsnestlodge.org
  North Carolina—Charlotte 
  Nathan Littlefield (VL) 
  riscaan@hornetsnestlodge.org
  North Carolina—Fayetteville 
  Charlie Bell (VL) 
  pfs.fayetteville@gmail.com
  North Carolina—Kannapolis 
  Keith Palmer (VL) 
  krpalmer@hornetsnestlodge.org
  North Carolina—Raleigh 
  Steve Miller (VC) 
  raleighventurecaptain@gmail.com
  North Carolina—Raleigh 
  Joe Jungers (VL) 
  RaleighVentureLT@gmail.com
  North Carolina—Raleigh 
  Michael Eshleman (VL) 
  michael.eshleman@pathfindersociety.net
  North Carolina—Wilmington 
  Jeff Kosky (VL) 
  WilmingtonVC@yahoo.com
  North Dakota—Fargo 
  Zachary Klopfleisch (VL) 
  Zachary.klopfleisch@usbank.com
  North Dakota—Fargo 
  Monica Belsaas (VL) 
  Monica.belsaas@gmail.com
  Ohio 
  Michael McNerney (VC) 
  ohiopfs@gmail.com
  Ohio—Akron 
  Kevin McClain (VL) 
  kevin.mcclain.VL@gmail.com
  Ohio—Cincinnati 
  Andy McDonald (VL) 
  admcdonald@zoomtown.com
  Ohio—Cleveland 
  Ryan Kappler (VL) 
  ryan.p.kappler@gmail.com
  Ohio—Columbus 
  Jim Harris (VL) 
  columbuspathfindersociety@gmail.com
  Ohio—Columbus 
  Justin Ross (VL) 
  columbuspathfindersociety@gmail.com
  Ohio—Dayton 
  Geoffrey Griffith (VL) 
  geoff.daytonpfs@gmail.com
  Ohio—Upper Miami Valley 
  Timothy Withem (VL) 
  timothydwithem@gmail.com
  Oklahoma—Oklahoma City 
  Michael Kirk (VC) 
  mmahoun@aol.com
  Oklahoma—Oklahoma City 
  Logan Cooper (VL) 
  spacespeck@gmail.com
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  GUIDE TO PATHFINDER SOCIETY ORGANIZED PLAY
  Oklahoma—Stillwater 
  Nathan Lindy (VL) 
  rpgbscout@yahoo.com
  Oklahoma—Tulsa 
  Robert Duncan III (VC) 
  tulsapathfinder@gmail.com
  Oregon—Corvalis 
  Justice Gibson (VL) 
  gibsojus@gmail.com
  Oregon—Eugene 
  Brett Cochran (VC) 
  brett@brettandlisa.us
  Oregon—Eugene 
  James Wygle (VL) 
  scpredmage@gmail.com
  Oregon—Portland 
  Chris Hesla (VL) 
  ravenchesla@gmail.com
  Oregon—Portland 
  Todd Tepper (VL) 
  pishoque@comcast.net
  Pennsylvania—Allentown & Bethlehem Jason Schimmel (VL) 
  Jacenschimmel@gmail.com
  Pennsylvania—Harrisburg 
  Bobby Harring (VL) 
  Bharring@live.com
  Pennsylvania—Lemyone 
  Joseph Peters (VL) 
  jpeters78@hotmail.com
  Pennsylvania—Philadelphia 
  Jeffrey Fox (VC) 
  jfox257@gmail.com
  Pennsylvania—Philadelphia 
  James McTeague (VL) 
  venturelieutenant@jmcteague.com
  Pennsylvania—Pittsburgh 
  Andrew Hoskins (VC) 
  pittpfs@gmail.com
  Pennsylvania—Stroudsburg 
  Tom Carpenter (VL) 
  vlttcarjr1@gmail.com
  Rhode Island—Providence 
  Adam Freed (VL) 
  ProvidencePFS@gmail.com 
  South Carolina—Greenville 
  Brent Gass (VL) 
  greenville.sc.vl@gmail.com
  South Carolina—Irmo 
  Matt Polkowsky (VL) 
  venturelieutenant@s-c-a-r-a-b.com
  South Carolina—Lexington 
  Del Collins (VC) 
  delcollinsii@s-c-a-r-a-b.com
  South Carolina—Rock Hill 
  Bill Hargett (VL) 
  rockhill.vl@gmail.com
  South Carolina—Spartanburgl 
  Michael Lone (VL) 
  spartanburg.vl@gmail.com
  South Dakota—Rapid City 
  David Higaki (VL) 
  blackhillspfs@gmail.com
  Tennessee—Chattanooga 
  Justin Peters (VC) 
  ChattanoogaPFS@gmail.com
  Tennessee—Chattanooga 
  Steven Simmons (VL) 
  TnOdyssey@gmail.com
  Tennessee—Knoxville 
  Nick Greene (VC) 
  nickgpfs@gmail.com
  Tennessee—Knoxville 
  Felix Adam (VL) 
  seebo018@gmail.com
  Tennessee—Memphis 
  Micah Gates (VC) 
  micah.gates@gmail.com
  Tennessee—Nashville 
  Martin Shelby (VC) 
  jkripayne@hotmail.com
  Tennessee—Nashville 
  Michael Donley (VL) 
  wolfspirit4w@gmail.com
  Texas—Austin 
  David Woodfin (VC) 
  texasvcwoodfin@gmail.com
  Texas—Austin 
  Kenneth Fisher (VL) 
  PFSKenF@gmail.com
  Texas—Austin 
  Kristina Wang (VL) 
  to.pegastar@gmail.com
  Texas—Corpus Christi 
  Braeden Caldwell (VC) 
  victoria.pathfinder@gmail.com
  Texas—Dallas & Ft. Worth 
  Jon Cary (VC) 
  DFWVentureCaptain@gmail.com
  Texas—Dallas 
  Marcus Mayes (VL) 
  dfwventurelieutenant@gmail.com
  Texas—Ft. Worth  
  Stephen Ross (VL) 
  azothath@gmail.com
  Texas—Houston 
  Kelly Youngblood (VC) 
  kyoungblood@houstonpfs.com
  Texas—Humble/Kingwood 
  Matt Savage (VL) 
  msavage@houstonpfs.com
  Texas—Longview 
  David Perkins (VL) 
  Dperkins452@gmail.com
  Texas—Lubbock 
  Colton Freeh (VL) 
  coltonfreeh@gmail.com
  Texas—Pasadena 
  Marc Vanderbrink (VL) 
  Mvanderbrink@houstonpfs.com
  Texas—Texarkana 
  Delite Leake (VC) 
  PathfindingGeeks@gmail.com
  Texas—Victoria 
  Justin Campbell (VL) 
  justinkcampbell@yahoo.com
  Utah—Salt Lake City 
  Dustin Allen (VC) 
  utahpfs@gmail.com
  Utah—Salt Lake City 
  Dan Hackley (VL) 
  daengren@yahoo.com
  Vermont—Burlington 
  John Trombley (VL) 
  jetrombl21975@gmail.com
  Virginia—Blacksburg 
  Richard Burgess (VL) 
  Rich.Burgess@Pathfindersociety.net
  Virginia—Norfolk 
  Joseph Mathos (VC) 
  joemathos@gmail.com
  Virginia—Norfolk 
  Jason Avery (VL) 
  jason_m_avery@yahoo.com
  Virginia—Richmond 
  Michael Meunier (VC) 
  dagent145@gmail.com
  Virginia—Richmond 
  Jason Hanlon (VL) 
  jhanlon110@gmail.com
  Virginia—Richmond 
  Zach Williams (VL) 
  zach.williams@techport13.com
  Virginia—Roanoke 
  Adam Swinder (VC) 
  adamgeraldswinder@gmail.com
  Washington—Bellingham 
  Doug Benson (VL) 
  zfolks1@comcast.net
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  GUIDE TO PATHFINDER SOCIETY ORGANIZED PLAY
  Washington—Eastern Washington 
  Walter Sheppard (VC) 
  pullmanpathfinder@gmail.com
  Washington—Everett 
  Stacey Buxton (VL) 
  scbuxton@gmail.com
  Washington—Pullman 
  Steven Huffstutler (VL) 
  steven.huffstutler@gmail.com
  Washington—Seattle 
  Kyle Elliott (VC) 
  6ssamurai@gmail.com 
  Washington—Seattle 
  Tony Lindman (VC) 
  TheGreatRinaldo@outlook.com
  Washington—Seattle 
  Dorothy Lindman (VL) 
  dvlindman@outlook.com
  Washington—Seattle 
  Louis Manko Levite (VL) 
  taenia4000@yahoo.com
  Washington—Spokane 
  Preston Hudson (VL) 
  SpokanePFS@gmail.com
  Washington D.C. 
  Dan Simons (VC) 
  theVCofDC@gmail.com
  Washington D.C. 
  Keith Klee (VL) 
  okikowai@gmail.com
  Washington D.C. 
  Trevor Burroughs (VL) 
  dchockeyguy@hotmail.com
  West Virginia 
  Matthew Smith (VC) 
  pathfinder@wvgeo.com
  West Virginia—Charleston 
  David McBrayer (VL) 
  david_mcbrayer@hotmail.com
  West Virginia—Huntington 
  Matthew Chambers (VL) 
  HuntingtonPathfinder@gmail.com
  Wisconsin—Green Bay 
  Andrew Pagel (VL) 
  wifoxcitiespfs@gmail.com
  Wisconsin—Janesville 
  Royce Thigpen (VL) 
  rgthigpen@gmail.com
  Wisconsin—Lacrosse 
  Mark Mastej (VL) 
  mark.mastej@gmail.com
  Wisconsin—Madison 
  Matthew Starch (VC) 
  fullconversion@gmail.com
  Wisconsin—Menomonee Falls 
  Brian Fruzen (VL) 
  bjfruzen@gmail.com
  Wisconsin—Milwaukee 
  Mike Clarke (VC) 
  milwaukeepfs.vc@gmail.com
  Wisconsin—Racine 
  Steve Mulhern (VL) 
  mulhern.steve@gmail.com
  International
  Australia—Adelaide 
  Callum Prior (VC) 
  pathfinder@firstagainstthewall.net
  Australia—Adelaide 
  Denzil Lim-Hussain (VL) 
  d.limhussain@gmail.com
  Australia—Brisbane 
  Daniel Flood (VC) 
  pathfinder_society_brisbane@creakingchair.com
  Australia—Brisbane 
  Andrew Nevin (VL) 
  bionic_webferit@hotmail.com
  Australia —Canberra 
  Ben Jordan (VL) 
  ben.jordan@live.com.au
  Australia —Canberra 
  Steve Coling (VL) 
  sjcoling@hotmail.com
  Australia —Melbourne 
  Stephen White (VC) 
  PathfinderSocietyOz@gmail.com
  Australia —Melbourne 
  Jena Wills (VL) 
  pfs.dandenong@gmail.com
  Australia —Perth 
  Chris Chisholm (VC) 
  fifthwaveghost@gmail.com
  Australia —Sydney 
  Alistair Rigg (VC) 
  al@shadowlodge.org
  Australia —Sydney 
  Brendan Missio (VL) 
  brendan@shadowlodge.org
  Australia —Sydney 
  Luke Parry (VL) 
  luke@shadowlodge.org
  Australia —Wollongong 
  Sibel Yilmaz (VL) 
  sibel.yilmaz@live.com.au
  Brazil—Salvador 
  Hebert Ricardo Magno (VC) 
  draco.bahamut@gmail.com
  Canada—Atlantic Regions 
  Jonathan Bilodeau (VC) 
  nuiteternelle@gmail.com
  Canada—Brandon 
  James Hood (VL) 
  pfs.vl.brandon@gmail.com
  Canada—British Columbia 
  Dan Wilson (VL) 
  winged1@wing-it.ca
  Canada—British Columbia 
  Steven Kimberley (VL) 
  allurian_@hotmail.com
  Canada—Eastern Ontario & National Capital Region Glen Shackleton (VC) 
  glen@ontariopathfinders.com
  Canada—Edmonton 
  Brent Jans (VC) 
  pfsedmontonvc@gmail.com
  Canada—Edmonton 
  Ross Tait (VL) 
  vo.ross.tait@gmail.com
  Canada—Manitoba 
  Dave Baker (VC) 
  manitobapfs@shaw.ca
  Canada—Manitoba 
  Leesa Coombes (VC) 
  manitobapfs@shaw.ca
  Canada—Montreal 
  Ryan Costello (VL) 
  knowdirection@hotmail.com
  Canada—New Brunswick 
  Deborah Tudar(VL) 
  pfsfredericton@gmail.com
  Canada—Ontario 
  Tonya Woldridge (VC) 
  Tonya@ontariopathfinders.com
  Canada—Prince George 
  Anthony van Poppelen (VC) 
  anthonyvanp@gmail.com
  Canada—Quebec 
  Michel Lepage (VC) 
  mlepageqc@gmail.com
  Canada—Quebec 
  Martin Laflamme (VL) 
  laflamme_martin_qc@hotmail.com
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  GUIDE TO PATHFINDER SOCIETY ORGANIZED PLAY
  Canada—Saskatchewan 
  Daniel Schwab (VC) 
  saskatoonpfs@gmail.com
  Canada—Southern Alberta 
  Ross Jacobs (VC) 
  twisteminds@gmail.com
  Canada—Toronto and Central Ontario 
  Jeff Mahood (VL) 
  jeff@ontariopathfinders.com
  Canada—Toronto & Southwest Ontario Michael Iantorno (VL)  
  michael@ontariopathfinders.com
  Canada—Vancouver 
  Ashton Green (VC) 
  AshtonGreenVC@gmail.com
  Canada—Vancouver 
  Michael Beck (VL) 
  oberon.kestral@gmail.com
  Canada—Victoria & Vancouver Island 
  Brenna Anderson-Dowd (VL) 
  sloj3@hotmail.com 
  Canada—Victoria & Vancouver Island 
  Mike Dowd (VL) 
  pfs.vancouver.island@gmail.com
  Canada—Winnipeg 
  Marc Daoust (VL) 
  wpg.pfs.vl@gmail.com
  Canada—Winnipeg 
  Myron Pauls (VL) 
  WinnipegPathfinderMyron@gmail.com
  China—Beijing 
  Dan Sandoval (VC) 
  botd@sbcglobal.net
  China—Chengdu 
  Matt Muller (VC) 
  chengdu.dungeoneer@yahoo.com
  China—Chengdu 
  Colin Thompson (VL) 
  Journ.o.lst.3@gmail.com
  Croatia & Slovenia 
  Zrinka Znidarcic (VC) 
  pfscroatia@gmail.com
  Croatia—Osijek 
  Josip Farkas (VL) 
  joefarkas0@gmail.com
  Croatia—Varaždin 
  Ivan Skvorc (VL) 
  ivan.aliencro@gmail.com
  Croatia—Zagreb 
  Adam Mataja (VL) 
  felgash@gmail.com
  Croatia—Zagreb 
  Marko Babeli (VL) 
  marko.laura@hotmail.com
  Denmark—Copenhagen 
  Morten Dreier (VL) 
  pfsdenmark@gmail.com
  Denmark—Isle of Bornholm 
  Mike Ravn Bolin (VL) 
  pfsdenmark@gmail.com
  Denmark—Ringstead/Zealand 
  Erik Ingersen (VL) 
  pfsdenmark@gmail.com
  Denmark—Silkeborg 
  Ellen Østergaard (VL) 
  pfsdenmark@gmail.com
  England—Brighton 
  Chris Brockley-Blatt (VL) 
  blackfeather.pfs@gmail.com
  England—Cambridge 
  Dave Harrison (VC) 
  paizoconuk@hotmail.com
  England—London 
  Rob Silk (VC) 
  paizocon@f2s.com
  England—Sheffield 
  Pete Pollard (VL) 
  sincerityisdead@gmail.com
  Finland—Helsinki 
  Mikko Rekola (VL) 
  PFSHelsinki@gmail.com
  Finland—Oulu 
  Markus Hyytinen (VL) 
  mhyytine@gmail.com
  Finland—Tampere 
  Jukka Särkijärvi (VC) 
  PFSFinland@gmail.com
  France—Lyon 
  Simon Boyer (VL) 
  upramis@gmail.com
  France—Paris 
  Karim Majeri (VC) 
  webmaster@ligueludique.fr
  France—Paris 
  Florent Fournol (VL) 
  fournol_fx@hotmail.com
  Germany—Cologne 
  Markus Lambertz (VC) 
  valens79@web.de
  Germany—Darmstadt 
  Jan Cora (VL) 
  jancora.pathfindersociety@googlemail.com
  Germany—Düsseldorf 
  Marcus Gföller (VC) 
  pathfinder.duesseldorf@gmail.com
  Germany—Düsseldorf 
  Markus Richert (VL) 
  pfsmaggus@gmail.com
  Germany—Frankfurt 
  Nils Janson (VL) 
  nilshendrikjanson@gmail.com
  Germany—Freiburg 
  Benjamin Falk (VL) 
  BenjaFa@gmx.de
  Germany—Hamburg 
  Andreas Foster (VL) 
  AndreasForster@gmx.net
  Germany—Karlsruhe 
  Jan Pralle (VL) 
  paizo@cloneworks.de
  Germany—Mainz 
  Tom Popp (VL) 
  pathfindersociety.mainz@gmx.de
  Germany—Rhein-Main 
  Sebastian Schirrmeister (VC) 
  pathfindersociety.frankfurt@gmail.com
  Germany—Südwest 
  Wolf Alexander Vituschek (VC) 
  pathfinder.germany@yahoo.de
  Germany—Südwest 
  Kyle O’Hara (VL) 
  raven.the.musician@googlemail.com
  Global—Online Play 
  Jesse Davis (VC) 
  jdavis@houstonpfs.com
  Global—Online Play 
  Arthur Perkins (VL) 
  wvpolarbear@gmail.com
  Global—Online Play 
  Brandon Cecil (VL) 
  cecil.brandon@gmail.com
  Great Britain—Scotland 
  Tom Mannering (VC) 
  scottishpathfinders@gmail.com
  Iceland—Reykjavík 
  Leó Páll Hrafnsson (VC) 
  foldason@gmail.com
  Iceland—Reykjavík 
  Þórarinn Sigurðsson (VL) 
  Thorarinnsig@live.com
  Ireland—Belfast 
  William Boyle (VC) 
  pfs.ireland@gmail.com
  Ireland—Cork 
  Edmund John Murphy (VL) 
  9reedspfs@gmail.com
  Ireland—Dublin 
  Nina Hanzlikova(VL) 
  pfs.ireland.dublin@gmail.com
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  GUIDE TO PATHFINDER SOCIETY ORGANIZED PLAY
  Ireland—Newtownabbey 
  Andrew Wilson (VL) 
  andrew.wilson.pfs@gmail.com
  Israel 
  Yehuda Halfon (VC) 
  yehuda.halfon@pathfinder.org.il
  Israel—Naharia 
  Yotam Avni (VL) 
  Defiler82@gmail.com
  Mexico—Tijuana 
  Miguel Rosales (VC) 
  tijuanageek@gmail.com
  Mexico—Tijuana 
  Antonio Argueta (VL) 
  antonyargueta@hotmail.com
  Mexico—Tijuana 
  Jose Carlos Springa (VL) 
  jcsa00imr@gmail.com
  Netherlands—Amsterdam 
  Vincent Colon-Roine (VL) 
  liutenant.punk@gmail.com
  Netherlands—Leiden 
  Auke Teeninga (VC) 
  pathfinderbenelux@gmail.com
  Netherlands—Ultrecht 
  Mark Langereis (VL) 
  Dutchpathfinder@gmail.com
  Netherlands—Ultrecht 
  Simon Kort (VL) 
  simon.pfsnl@gmail.com
  New Zealand—Auckland 
  Chris Sharpe (VC) 
  pfsauckland@gmail.com
  New Zealand—Auckland 
  Isaac White (VL) 
  pfsisaacwhite@gmail.com
  New Zealand—Dunedin 
  Paul Trani (VL) 
  we.be.dunedinpfs@gmail.com
  New Zealand—Hamilton 
  Matt Dobson (VL) 
  pfshamilton@gmail.com
  Portugal—Aveiro 
  David Foley (VL) 
  davidfoleypt@gmail.com
  Portugal—Gaia City 
  Miguel Gonçalves (VL) 
  mig.ap.goncalves@gmail.com
  Portugal—Lisbon 
  Bruno Sequeira (VL) 
  bruseq@gmail.com
  Portugal—Porto 
  Raul Silva (VC) 
  talinthas70@gmail.com
  Portugal—Porto 
  Bruno Tamames (VL) 
  btam.pfrpg@gmail.com
  Russia—Moscow 
  Max Nikolaev (VC) 
  max.moscow.pfs@gmail.com
  Singapore 
  Richard Loh (VC) 
  richardloh1511@yahoo.com.sg
  Singapore 
  Adriaan van Wijk (VL) 
  avanwijk@hotmail.com
  Singapore 
  Simone Seow (VL) 
  simoneseow@gmail.com
  South Africa—Cape Town 
  Jerall Toi (VC) 
  pathfinderza@gmail.com
  South Africa—Cape Town 
  Herc du Preez (VL) 
  hercdp@gmail.com
  South Africa—Cape Town 
  Jean Marais (VL) 
  griffin.cc@gmail.com
  South Africa—Johannesburg 
  Shaun Murdoch (VC) 
  pathfinder.za.pta@gmail.com
  South Africa—Johannesburg 
  Lenus-Nel Bronkhorst (VC) 
  chakatmoonstripes@gmail.com
  Spain—Barcelona 
  Paco Sanchez (VC) 
  hacofriedchicken@gmail.com
  Spain—Barcelona 
  Gustavo Cruz (VL) 
  gus.cruzmellado@gmail.com
  Spain—Barcelona 
  Marc Garcia (VL) 
  marc.sev.1977@gmail.com
  Spain—Madrid 
  Miguel Madrid del Ama (VL) 
  pfsmadrid@gmail.com
  Spain—Valencia 
  Alejandro Barrantes(VL) 
  lone.gambler@gmail.com
  Sweden—Enkoping 
  Andreas Persson (VC) 
  pathfinder.sweden@gmail.com
  Switzerland—Geneva 
  Benoit Gros (VC) 
  bengrow@yahoo.com
  Switzerland—Geneva 
  Gaël Aubort (VL) 
  gael-aubort@bluewin.ch
  Switzerland—Lausanne 
  Christopher Clark (VL) 
  chris.bs.clark@gmail.com
  Switzerland—Montreux 
  Igor Koutzevitch (VL) 
  igorusan@hotmail.com
  Turkey—Ankara 
  Ahmet Bilal Arpa (VL) 
  ahmetbilal06@hotmail.com
  Turkey—Istanbul 
  Can Sungur (VC) 
  can.r.sungur@gmail.com
  Turkey—Istanbul 
  Caner Unsal (VC) 
  canerunsal@gmail.com
  Turkey—Istanbul 
  Ege Kirlioglu (VL) 
  pf.egek@gmail.com
  Turkey—Istanbul 
  Fatih Tepgeç (VL) 
  fatihtepgec@hotmail.com
  Turkey—Istanbul 
  Oguz Veli Yavas (VL) 
  pf.egek@gmail.com
  Turkey—Istanbul 
  Mustafa Yilmaz (VL) 
  yilmazmus6@gmail.com
  Turkey—Istanbul 
  Oguz Veli Yavas(VL) 
  oguzvyavas@gmail.com
  Turkey—Kayseri 
  Mustafa Ozkan (VL) 
  eighthendless@gmail.com
  United Arab Emirates 
  Mike Labny (VC) 
  michael.labny@gmail.com
  United Arab Emirates—Abu Dhabi 
  Tarek Alatrach (VL) 
  sandybell751@gmail.com
  United Arab Emirates—Dubai 
  Andy Staples (VL) 
  andy.staples@gmail.com
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  GUIDE TO PATHFINDER SOCIETY ORGANIZED PLAY
  OPEN GAME LICENSE Version 1.0a
  The following text is the property of Wizards of the 
  Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc 
  (“Wizards”). All Rights Reserved.
  1. Definitions: (a) “Contributors” means the copyright 
  and/or trademark owners who have contributed Open Game 
  Content; (b) “Derivative Material” means copyrighted material 
  including derivative works and translations (including into 
  other computer languages), potation, modification, correction, 
  addition, extension, upgrade, improvement, compilation, 
  abridgment or other form in which an existing work may be 
  recast, transformed or adapted; (c) “Distribute” means to 
  reproduce, license, rent, lease, sell, broadcast, publicly display, 
  transmit or otherwise distribute; (d) “Open Game Content” 
  means the game mechanic and includes the methods, 
  procedures, processes and routines to the extent such content 
  does not embody the Product Identity and is an enhancement 
  over the prior art and any additional content clearly identified 
  as Open Game Content by the Contributor, and means any 
  work covered by this License, including translations and 
  derivative works under copyright law, but specifically excludes 
  Product Identity. (e) “Product Identity” means product and 
  product line names, logos and identifying marks including 
  trade dress; artifacts, creatures, characters, stories, storylines, 
  plots, thematic elements, dialogue, incidents, language, 
  artwork, symbols, designs, depictions, likenesses, formats, 
  poses, concepts, themes and graphic, photographic and 
  other visual or audio representations; names and descriptions 
  of characters, spells, enchantments, personalities, teams, 
  personas, likenesses and special abilities; places, locations, 
  environments, creatures, equipment, magical or supernatural 
  abilities or effects, logos, symbols, or graphic designs; and any 
  other trademark or registered trademark clearly identified as 
  Product identity by the owner of the Product Identity, and which 
  specifically excludes the Open Game Content; (f) “Trademark” 
  means the logos, names, mark, sign, motto, designs that are 
  used by a Contributor to identify itself or its products or the 
  associated products contributed to the Open Game License by 
  the Contributor (g) “Use”, “Used” or “Using” means to use, 
  Distribute, copy, edit, format, modify, translate and otherwise 
  create Derivative Material of Open Game Content. (h) “You” or 
  “Your” means the licensee in terms of this agreement.
  2. The License: This License applies to any Open Game 
  Content that contains a notice indicating that the Open Game 
  Content may only be Used under and in terms of this License. 
  You must affix such a notice to any Open Game Content that 
  you Use. No terms may be added to or subtracted from this 
  License except as described by the License itself. No other 
  terms or conditions may be applied to any Open Game 
  Content distributed using this License.
  3. Offer and Acceptance: By Using the Open Game 
  Content You indicate Your acceptance of the terms of this 
  License.
  4. Grant and Consideration: In consideration for agreeing 
  to use this License, the Contributors grant You a perpetual, 
  worldwide, royalty-free, non-exclusive license with the exact 
  terms of this License to Use, the Open Game Content.
  5. Representation of Authority to Contribute: If You are 
  contributing original material as Open Game Content, 
  You represent that Your Contributions are Your original 
  creation and/or You have sufficient rights to grant the rights 
  conveyed by this License.
  6. Notice of License Copyright: You must update the 
  COPYRIGHT NOTICE portion of this License to include the 
  exact text of the COPYRIGHT NOTICE of any Open Game 
  Content You are copying, modifying or distributing, and 
  You must add the title, the copyright date, and the copyright 
  holder’s name to the COPYRIGHT NOTICE of any original 
  Open Game Content you Distribute.
  7. Use of Product Identity: You agree not to Use any Product 
  Identity, including as an indication as to compatibility, except as 
  expressly licensed in another, independent Agreement with the 
  owner of each element of that Product Identity. You agree not 
  to indicate compatibility or co-adaptability with any Trademark 
  or Registered Trademark in conjunction with a work containing 
  Open Game Content except as expressly licensed in another, 
  independent Agreement with the owner of such Trademark 
  or Registered Trademark. The use of any Product Identity in 
  Open Game Content does not constitute a challenge to the 
  ownership of that Product Identity. The owner of any Product 
  Identity used in Open Game Content shall retain all rights, title 
  and interest in and to that Product Identity.
  8. Identification: If you distribute Open Game Content 
  You must clearly indicate which portions of the work that 
  you are distributing are Open Game Content.
  9. Updating the License: Wizards or its designated Agents 
  may publish updated versions of this License. You may use 
  any authorized version of this License to copy, modify and 
  distribute any Open Game Content originally distributed 
  under any version of this License.
  10. Copy of this License: You MUST include a copy of this 
  License with every copy of the Open Game Content You 
  distribute.
  11. Use of Contributor Credits: You may not market or 
  advertise the Open Game Content using the name of any 
  Contributor unless You have written permission from the 
  Contributor to do so.
  12. Inability to Comply: If it is impossible for You to 
  comply with any of the terms of this License with respect 
  to some or all of the Open Game Content due to statute, 
  judicial order, or governmental regulation then You may not 
  Use any Open Game Material so affected.
  13. Termination: This License will terminate automatically 
  if You fail to comply with all terms herein and fail to cure 
  such breach within 30 days of becoming aware of the breach. 
  All sublicenses shall survive the termination of this License.
  14. Reformation: If any provision of this License is held to 
  be unenforceable, such provision shall be reformed only to 
  the extent necessary to make it enforceable.
  15. COPYRIGHT NOTICE
  Open Game License v 1.0a © 2000, Wizards of the 
  Coast, Inc.
  System Reference Document © 2000, Wizards of the 
  Coast, Inc; Authors: Jonathan Tweet, Monte Cook, and Skip 
  Williams, based on material by E. Gary Gygax and Dave 
  Arneson.
  Guide to Pathfinder Society Organized Play, Version 5.0 © 
  2013, Paizo Publishing, LLC; Authors: Mike Brock, Erik Mona, 
  and Mark Moreland.
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  GUIDE TO PATHFINDER SOCIETY ORGANIZED PLAY
  ability scores 
  7
  Absalom 
  4, 9, 11
  adapting Seasons 0–4 
  32
  additional resources 
  5
  advancement 
  20–21
  Adventure Paths 
  28–29
   
  applying credit 
  29
   
  multi-session adventures 
  29
   
  replaying Adventure Paths 
  29
   
  sanctioned Adventure Path content 28–29
  afflictions 
  36
  after the scenario 
  20–22
  alchemist 
  7, 9
  alignment 
  9, 33–34
  always available items 
  23
  Andoran 
  8, 13–14
  antipaladin 
  7
  arcanist 
  9
  archetype 
  8
  atonement 
  23, 26
  barbarian 
  9
  bard 
  9
  beyond level 11 
  25–26
  bloodrager 
  9
  brawler 
  9
  buying equipment 
  22–24
  cavalier 
  7, 9
  changing your faction 
  18
  character 
  7–10
   
  afflictions 
  36
   
  age 
  7
   
  appearance 
  10
   
  conditions 
  22–23, 25, 36
   
  creation 
  7–10
   
  death 
  22–23, 34
   
  history 
  10
   
  miniature 
  10
   
  rebuilding characters 
  27
   
  religion 
  10
   
  retraining 
  10
  chat-based games 
  6
  Cheliax 
  8, 14
  Chronicle sheet 
  35–36
  classes 
  7–8, 9
  cleric 
  8–9
  Core Assumption 
  5
  creative solutions 
  33
  Day Job 
  21, 35 
  death 
  22, 34
  Decemvirate 
  12
  determining subtiers 
  31
  digital tabletop games 
  6
  disease 
  22–23, 26, 36
  do not bully 
  19
  do not cheat 
  19–20
  don’t be a jerk 
  5, 33
  double weapons (costs) 
  25
  druid 
  8–9
  errata 
  27
  equipment 
  10
   
  always available items 
  23
   
  expendable items 
  22
   
  purchasing equipment 
  22–24
  experience 
  20–21
  factions 
  8–9, 13–18
   
  choosing your faction 
  13
   
  faction equivalents (Seasons 0–2) 
  32
   
  goals (Season 6) 
  18
  Fame 
  24
   
  double weapons 
  25
   
  Fame and item purchases 
  25
  FAQ 
  5, 19
  feats 
  8
  fighter 
  9
  finding a game 
  6
  free reroll 
  26–27
  Game Master 
  30–37
  Game Master rewards 
  37
  glitches 
  18
  GM Stars 
  37
  Grand Lodge 
  8, 15
  Grand Lodge of Absalom 
  12
  Golarion 
  11
  gunslinger 
  9
  hit points 
  9
  hunter 
  9
  Inner Sea 
  11
  inquisitor 
  9
  investigator 
  9
  item upgrades 
  23
  item usage frequency 
  23
  item value 
  23
  languages 
  8
  legal table size 
  31–32
  loot 
  21–22
  magus 
  9
  modules 
  28–29
   
  applying credit 
  29
   
  Free RPG Day modules 
  29
   
  multi-session adventures 
  29
   
  replaying modules 
  29
   
  sanctioned modules 
  28–29
  monk 
  9
  ninja 
  9
  one character at a time 
  20
  online play 
  6
  oracle 
  8–9
  ordering scenarios 
  37
  Osirion 
  9, 15–16
  paladin 
  9
  Pathfinder Roleplaying Game 
  4
  Pathfinder RPG Core Rulebook 
  4, 5
  Pathfinder Society 
  5, 11–12
  Pathfinder Society Number 
  5–6
  Pathfinder Society Organized Play 
  4, 11
  Pathfinder Tales novels 
  26
  play-by-post games 
  6
  player-versus-player 
  19
  playtests 
  27
  poison 
  36
  potions 
  23
  PRD 
  4
  pregenerated characters 
  6, 28–29
  prestige 
  22, 24–26
   
  generic prestige awards 
  26
   
  Prestige Points 
  25
  prestige classes 
  22
  Qadira 
  9, 16
  races 
  7
  ranger 
  9
  record keeping 
  34
  regional coordinators 
  38–43
  religion 
  10
  replaying Adventure Paths 
  29
  replaying modules 
  29
  replaying scenarios 
  20
  reporting scenario results 
  36
  rogue 
  9
  rules clarifications 
  5
  samurai 
  9
  scrolls 
  22–23, 26
  Sczarni 
  9, 16–17
  Season 0 
  32
  Seasons 1 and 2 
  32
  shaman 
  9
  Silver Crusade 
  9, 17
  skald 
  8, 9
  skill points 
  8
  skills 
  8
  slayer 
  9
  sorcerer 
  9
  special materials 
  23
  special rules 
  19–27
  spell expiration 
  24
  spellcasting costs 
  23
  spellcasting services 
  24
  Starstone 
  11
  starting wealth 
  10
  subtiers 
  31
  summoner 
  9
  swashbuckler 
  9
  table size 
  31–32
  table variation 
  32–33
  Taldor 
  9, 17–18
  Tian characters 
  8
  tiers 
  31
  traits 
  9
  upgrading items 
  23
  using found items 
  23
  venture-captain (in-game) 
  12
  Venture-Captains 
  38–43
  Venture-Lieutenants 
  38–43
  wands 
  23
  warpriest 
  9
  webcam-enhanced games 
  6
  witch 
  8, 9
  wizard 
  8, 9
  index
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  Character Record Sheet
  Conditional Modifiers:
  Languages:
  Total
  Bonus
  Skill Names
  strength
  dexterity
  constitution
  intelligence
  wisdom
  charisma
  TOTAL
  TOTAL
  SAVING THROWS
  TOTAL
  TOTAL
  10 +
  =
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  =
  =
  =
  =
  =
  =
  TOTAL
  armor
  bonus
  shield
  bonus
  dex
  modifier
  dex
  modifier
   Temp
  modifier
  Temp
  Adjustment
  ability
  score
  ability name
  Character Name
  Character Number
  Alignment
  Character Class/Level
  Deity
  Faction
  Race
  Height
  Size
  Gender
  Age
  Weight
  Hair
  Eyes
  Total
  ft.
  ft.
  ft.
  ft.
  ft.
  ft.
  sq.
  sq.
  base speed
  temp modifiers
  fly
  swim
  climb
  burrow
  maneuverability
  with armor
  DR
  ability 
  modifier
  nonlethal damage
  wounds/current hp
  size
  modifier
  size
  modifier
  dexterity
  modifier
  size
  modifier
  strength 
  modifier
  strength 
  modifier
  base attack
  bonus
  base attack
  bonus
  natural
  armor
  deflection
  modifier
  misc
  modifier
  misc
  modifier
  temporary
  modifier
  magic
  modifier
  ability
  modifier
  base
  save
  misc
  modifier
  Ability
  Mod.
   
  Ranks
  Misc. 
  Mod.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  Acrobatics
  Climb
  Appraise
  Craft
  Bluff
  Craft
  Craft
  Diplomacy
  Disable Device*
  Disguise
  Escape Artist
  Fly
  Handle Animal*
  Heal
  Intimidate
  Knowledge (arcana)*
  Knowledge (dungeoneering)*
  Knowledge (engineering)*
  Knowledge (geography)*
  Knowledge (history)*
  Knowledge (local)*
  Knowledge (nature)*
  Knowledge (nobility)*
  Knowledge (planes)*
  Knowledge (religion)*
  Linguistics*
  Perception
  Perform
  Perform
  Profession*
  Profession*
  Ride
  Sense Motive
  Sleight of Hand*
  Spellcraft*
  Stealth
  Survival
  Swim
  Use Magic Device*
  modifiers
  modifiers
  modifiers
  hit points
  HP
  land
  SPEED
  SKILLS
  =Dex
  =Dex
  =Int
  =Cha
  =Cha
  =Dex
  =Int
  =Cha
  =Int
  =Cha
  =Int
  =Wis
  =Str
  =Dex
  =Cha
  =Int
  =Int
  =Int
  =Int
  =Cha
  =Int
  =Wis
  =Int
  =Wis
  =Int
  =Int
  =Int
  =Wis
  =Int
  =Cha
  =Int
  =Dex
  =Dex
  =Dex
  =Str
  =Int
  =Wis
  =Wis
  =Cha
  armor class
  armor class
  armor class
  (Constitution)
  (dexterity)
  (wisdom)
  AC
  TOUCH
  FLAT-FOOTED
  FORTITUDE
  REFLEX
  BASE ATTACK BONUS
  WEAPON
  ATTACK BONUS
  DAMAGE
  AMMUNITION
  RANGE
  TYPE
  CRITICAL
  WEAPON
  ATTACK BONUS
  DAMAGE
  AMMUNITION
  RANGE
  TYPE
  CRITICAL
  WEAPON
  ATTACK BONUS
  DAMAGE
  AMMUNITION
  RANGE
  TYPE
  CRITICAL
  WEAPON
  ATTACK BONUS
  DAMAGE
  AMMUNITION
  RANGE
  TYPE
  CRITICAL
  WEAPON
  ATTACK BONUS
  DAMAGE
  AMMUNITION
  RANGE
  TYPE
  CRITICAL
  SPELL 
  RESISTANCE
  CMB
  CMD
  WILL
  modifier
  INITIATIVE
  © 2013 Paizo Publishing, LLC. Permission granted to photocopy for personal use only.
  10 
  * Trained Only
  Class Skill
  –
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  DOMAINS/SPECIALTY SCHOOL
  Light
  Load
  CP
  ITEM
  WT.
  Conditional Modifiers
  SP
  GP
  PP
  Lift Over
  Head
  Medium
  Load
  Lift off  
  Ground
  Heavy
  Load
  Drag or 
  Push
  SPELLS
  KNOWN
  SPELLS
  PER DAY
  SPELL
  SAVE DC
  LEVEL
  0
  0
  —
  1st
  1st
  3rd
  3rd
  2nd
  2nd
  4th
  4th
  5th
  5th
  6th
  6th
  7th
  7th
  8th
  8th
  9th
  9th
  BONUS
  SPELLS
  AC  ITEMS
  TOTALS
  GEAR
  FEATS
  SPELLS
  SPECIAL ABILITIES
  MONEY
  EXPERIENCE POINTS
  FAME
  TOTAL WEIGHT
   BONUS 
  TYPE 
  CHECK PENALTY 
  SPELL FAILURE 
  WEIGHT 
  PROPERTIES
  © 2013 Paizo Publishing, LLC. Permission granted to photocopy for personal use only.
  Total Fame
  Current Prestige
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  Wands/Ammunition/
  Alchemical Items/Other
  Cost
  Bought
  Sold
  Character Chronicle #
  Character Chronicle #
  Character Chronicle #
  Item
  Item
  Cost
  Cost
  Bought
  Sold
  Expended
  Bought
  Sold
  Expended
  Player Name
  AKA
  Character Name
  –
  Pathfinder Society #
  Faction
  Tracking Sheet #
  Inventory Tracking Sheet
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/Society/Guide to Pathfinder Society Organized Play v6.0.pdf