TEXT: Version 8.0—August 4, 2016
  PATHFINDER SOCIETY
  ROLEPLAYING GUILD GUIDE
  
  Chapter 1: Overview of Organized Play  .  .  .  .  .  .  .  .  .3
  Appendix 3: The World of the Pathfinder 
  Society   .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .32
  Appendix 6: Pathfinder Society Volunteer 
  Coordinators  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 37
  Appendix 7: Roleplaying Guild Guide 
  Glossary  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 38
  Chapter 4: Roleplaying Guild Basics  .  .  .  .  .  .  .  .  .  . 18
  Appendix 2: Factions  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 27
  Appendix 8: Reference Sheets  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 42
  Appendix 1: Character creation  .  .  .  .  .  .  .  .  .  .  .  .  .  .24
  Appendix 4: After the Adventure .  .  .  .  .  .  .  .  .  .  .  . 34
  Chapter 2: Player Basics  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .6
  Chapter 3: GM Basics  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .9
  Appendix 5: Player Rewards .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .36
  Special thanks to Rigby Bendle, Jonathan Choy, 
  Andrew Christian, Preston Hudson, Jared Thaler, 
  Bill Tobin, the Pathfinder Society Venture-Officer 
  Team, and the Pathfinder Society Roleplaying 
  Guild community for their constant feedback. 
  SPECIAL THANKS
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  This product is compliant with the Open Game License (OGL) and is suitable for use with the Pathfinder Roleplaying 
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  Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game 
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  Pathfinder Society Roleplaying Guild Guide, Version 8.0 © 2016, Paizo Inc. All Rights Reserved. Paizo, Paizo 
  Inc., the Paizo golem logo, Pathfinder, the Pathfinder logo, and Pathfinder Society are registered trademarks 
  of Paizo Inc.; Pathfinder Accessories, Pathfinder Adventure Card Game, Pathfinder Adventure Path, Pathfinder 
  Battles, Pathfinder Campaign Setting, Pathfinder Cards, Pathfinder Flip-Mat, Pathfinder Map Pack, Pathfinder 
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  are trademarks of Paizo Inc.
  Table of Contents
  
  3
  PATHFINDER SOCIETY ROLEPLAYING GUILD GUIDE
  way to get in touch with other gamers, meet new people, 
  and play regularly without the need to track an ongoing 
  plot and schedule regular events as you would for a 
  traditional campaign.
  Alternatively, some players prefer to keep their 
  Roleplaying Guild experience limited to a familiar 
  group of friends, using the Roleplaying Guild’s character 
  creation 
  rules, 
  adventure 
  scenarios, 
  and 
  reward 
  structure as the framework for a private campaign. Both 
  approaches are valid ways to participate in the organized 
  play 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 players share a similar 
  experience, regardless of where they are playing or who 
  ORGANIZED PLAY
  In an organized play campaign, your character goes on 
  adventures in a common setting shared by thousands 
  of other gamers from around the world. These gamers 
  gather in their homes, in game stores, at conventions, 
  and online to play, report on their adventures, and 
  influence the fate of the world of the Pathfinder RPG. You 
  can take your character to any public Pathfinder Society 
  Roleplaying Guild event anywhere in the world, and 
  while the Game Master (GM) and your companions might 
  change every time you play, your character continues 
  to have new adventures, become more powerful, and 
  acquire fantastic rewards. Over time, participating in an 
  organized play environment offers a uniquely immersive 
  experience, as your diverse companions add depth and 
  character to the world of the campaign. It is also a great 
  Overview of Organized Play
  CHAPTER 1
  T
  he Pathfinder Society Roleplaying Guild 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 Absalom, the so-called City at the Center of the 
  World, which stands astride the great Inner Sea on the mountain-capped Isle of Kortos. A Pathfinder’s adventures 
  range from exploring the dark alleys and political intrigues of Absalom to embarking on far-flung travels to the 
  most interesting and exotic locales in the world of the Pathfinder Roleplaying Game. 
  The Pathfinder Society Roleplaying Guild is powered by the Pathfinder Roleplaying Game. This guide presents 
  the information you need to participate in this exciting, dynamic campaign. Welcome to the Pathfinder Society! 
  
  PATHFINDER SOCIETY ROLEPLAYING GUILD GUIDE
  4
  is running the game. This rest of this guide outlines 
  these campaign rules, ensuring a level playing field for 
  all players. 
  A dedicated team of Paizo staffers oversees the 
  Pathfinder Society Roleplaying Guild. These include 
  the Organized Play Coordinator, the Pathfinder Society 
  development team, and the Pathfinder Society design 
  liaison. Volunteers called Venture-Officers assist them 
  by coordinating games worldwide. More information 
  about the Venture-Officers is included in Appendix 7: 
  Roleplaying Guild Guide Glossary.
  Please read over the contents of this guide carefully. 
  Questions may be directed to the Organized Play 
  Coordinator at pathfindersociety@paizo.com.
  COMMUNITY STANDARDS
  Pathfinder Society is an inclusive community with a 
  diverse membership. We are committed to fostering a safe 
  environment for everyone, regardless of gender identity 
  or gender expression, sexual orientation, nationality 
  or ethnicity, religious beliefs or background, age, 
  neurotypicality, physical ability, physical appearance, 
  body size, or other differences. We also wish to give 
  room for players to develop a wide variety of characters, 
  trusting our players to regulate their actions in a public 
  setting and to treat each other with respect. When 
  participating in public Pathfinder Society events, be 
  mindful of any controversial or edgy concepts in your 
  character and consider limiting them to bylines or dice 
  rolls. Dysfunctional or uncooperative play will not be 
  tolerated. Behaving in a hateful or disruptive fashion 
  simply because “It’s what your character would do” means 
  you’ve probably lost sight of the purpose of organized 
  play and may be asked to amend your behavior or leave 
  the table. Extreme or repetitive cases of inappropriate 
  behavior will be resolved by asking the offender to leave 
  the table or venue.
  The full Pathfinder Society Community Standards 
  policy may be found paizo.com/pathfindersociety/
  policies. Roleplaying Guild games that take place on 
  paizo.com are also subject to the Community Guidelines 
  that exist for the forums in addition to the Community 
  Standards policy, and may be subject to moderation as 
  needed.
  Do Not Cheat
  Maintain the integrity of the game and do not 
  cheat. This includes, but is not limited to, falsifying 
  rolls, altering Chronicle sheets, using unapproved 
  resources, not owning the sources used by your 
  character, and lying to event coordinators under any 
  circumstances. Participants caught cheating will be 
  barred from Roleplaying Guild events for a span of time 
  commensurate with their offense. Repeat offenders will 
  be banned from Pathfinder Society.
  Keep Good Records 
  In Pathfinder Society, character sheets and Chronicle 
  sheets are used to track character progression. GMs and 
  event coordinators rely on these documents to keep the 
  campaign honest, fair, and fun for everyone. It is your 
  responsibility to maintain accurate records. You must 
  bring the character sheet and all accompanying Chronicle 
  sheets of any character you wish to play to Roleplaying 
  Guild events. If you don’t, you will be asked to play a 
  pregenerated character for that session. We suggest 
  keeping your character sheets and Chronicle sheets in a 
  binder with a dedicated pocket folder for each character. 
  (More on Chronicle sheets and character progression can 
  be found in Appendix 4: After the Adventure.) 
  TYPES OF GAMES
  There are several different classifications of games in the 
  Roleplaying Guild.
  Pathfinder Quests: Written for the Roleplaying Guild, 
  quests are 1-hour introductory adventures. 
  Pathfinder Quest Arcs: Written specifically for the 
  Roleplaying Guild, quest arcs include several quests that 
  involve a common theme, typically culminating in a 
  capstone adventure. 
  Pathfinder Society Scenarios: Written specifically for 
  the Roleplaying Guild, scenarios each present a single 
  episode in a continuing story and typically take 4–5 hours 
  to complete. 
  Pathfinder Modules: Modules are 32- or 64-page 
  adventures using the Pathfinder Roleplaying Game 
  (RPG) rules set. The Pathfinder Society leadership team 
  sanctions Pathfinder Modules on a case-by-case basis for 
  use in the Roleplaying Guild.
  Pathfinder Adventure Paths: Adventure Paths are six-
  book Pathfinder RPG campaigns. The Pathfinder Society 
  development team sanctions Adventure Path content on a 
  case-by-case basis for use in the Roleplaying Guild.
  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 forums 
  at paizo.com/pathfindersociety. Your feedback helps us 
  improve the Pathfinder Society, so drop by and tell us what 
  we can do to enhance your Pathfinder Society experience! 
  The Pathfinder Society 
  Web Page
  
  5
  PATHFINDER SOCIETY ROLEPLAYING GUILD GUIDE
  PATHFINDER SOCIETY FORUMS
  Join the vibrant Pathfinder Society online community 
  by participating in the official Pathfinder Society forums 
  at paizo.com/pathfindersociety. Discuss! Ask questions! 
  Find events! Compare character builds! Your feedback 
  helps us improve our program, so drop by and tell us what 
  we can do to enhance your organized play experience.
  REGISTERING AS A PATHFINDER SOCIETY 
  MEMBER
  As a Pathfinder Society Roleplaying Guild player, you 
  must register your name and your 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 Points that 
  character has gained. Each character you create is noted 
  by a –X appended to your Pathfinder Society Number. For 
  example, if your Pathfinder Society Number is 1234, your 
  second character would be 1234–2. 
  If you’re beginning your Roleplaying Guild experience 
  at a public convention or game store event, the event 
  coordinator may provide a card with a Pathfinder Society 
  Number and confirmation code on it. This number is 
  now your Pathfinder Society Number. Register online at 
  paizo.com/pathfindersociety as soon as possible. Enter 
  the number and the confirmation code and your early 
  adventures will be automatically linked to your new 
  official record.
  RESOURCES
  The Roleplaying Guild requires all members to have the 
  Pathfinder RPG Core Rulebook and the Pathfinder Society 
  Roleplaying Guild Guide (this document). Players and GMs 
  are also expected to familiarize themselves with the 
  official Pathfinder Society Roleplaying Guild FAQ at paizo.
  com/pathfindersociety/faq and campaign clarifications 
  at paizo.com/pathfindersociety/campaignClarifications. 
  If a clarification or FAQ pertains to your character, you 
  are expected to bring a copy of the relevant sections to 
  any Pathfinder Society Roleplaying Guild game.
  While GMs are not required to read every post on 
  the forums, they need to keep abreast of clarifications. 
  At no time may a GM ignore rules clarifications. Any 
  clarification made in a forum thread will be added to 
  the FAQ, campaign clarifications, or Roleplaying Guild 
  Guide as soon as possible.
  Paizo 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 customize your character. You can view the list 
  of all campaign-legal additional resources online at 
  paizo.com/pathfindersociety/additionalResources. 
  In 
  order to use content from sources outside the Pathfinder 
  RPG Core Rulebook, a player must bring a physical copy of 
  the resources or a name-watermarked Paizo PDF of the 
  relevant pages, as well a current copy of the additional 
  resources listing. You must inform the GM that you plan 
  to use additional resource material before play begins 
  and allow the GM to use your material to familiarize 
  herself with any new material.
  
  6
  BEFORE THE ADVENTURE
  As you sit down to begin an adventure, introduce 
  yourself to the other players and the GM. Take this 
  time to determine which of your characters within the 
  adventure’s subtier you want to play; the GM should pass 
  around a sign-in sheet to record your character’s name, 
  Pathfinder Society Number, level, and faction. During 
  this time, you should also decide whether you are going 
  to take full rewards or half rewards for the session (the 
  other players will choose this for themselves as well).
  CREATING A CHARACTER
  Appendix 1: Character Creation contains step-by-step 
  instructions to help you create your own Roleplaying 
  Guild character. Read these rules carefully, as they 
  ensure that characters are suitable for the organized 
  play campaign.
  PREGENERATED CHARACTERS
  If you don’t have time to create a new character or 
  simply wish to try out a new character class, you can 
  use a pregenerated character. The Pathfinder Society 
  Roleplaying Guild offers pregenerated characters based 
  on the Pathfinder RPG’s iconic characters, available at 
  paizo.com/communityuse/package or from your local 
  event coordinator. When using a pregenerated character 
  in this way, the player applies the adventure’s credit (gp, 
  Prestige Points, etc.) to one of her Roleplaying Guild 
  characters. The following rules apply when playing 
  pregenerated characters.
  Making Character Choices: Before the game, make the 
  following choices about your character.
  • Choose one of the pregenerated characters available in 
  Community Use Package: Pathfinder Society Pregenerated 
  Characters at paizo.com/communityuse/package.
  • You must choose to which of your characters the credit 
  will be applied at the beginning of the adventure. Credit 
  from a 1st-level pregenerated character can be applied 
  only to a 1st-level character. Credit for playing higher-
  level pregenerated characters must be applied to a 
  Roleplaying Guild character of a lower level than the 
  pregenerated character or to a newly created character.
  Resolving Conditions: During play, you may need to 
  resolve various conditions that affect your character.
  • Throughout the adventure, the pregenerated character 
  might accrue unfortunate conditions such as disease, 
  curses, or even death. The pregenerated character 
  must always clear and resolve these conditions before 
  the end of the adventure; otherwise, they affect the 
  Roleplaying Guild character.
  • The player can use the pregenerated character’s 
  funds—including selling her gear at half price—to 
  pay for these spellcasting services. In addition, the 
  player can contribute the associated Roleplaying Guild 
  character’s resources (gp and Prestige Points) to this 
  end. The Roleplaying Guild character must contribute 
  a minimum amount of gp before spending the 
  pregenerated character’s wealth in this way, depending 
  on her level: 0 gp for a 1st-level pregenerated character, 
  1,000 gp for 4th-level, and 2,000 gp for 7th-level.
  Player Basics
  CHAPTER 2
  
  7
  PATHFINDER SOCIETY ROLEPLAYING GUILD GUIDE
  Applying Credit: You may apply credit for an adventure 
  once your Roleplaying Guild character reaches the level 
  of the pregenerated character used to play through it. For 
  example, if you played a 7th-level pregenerated character, 
  you would apply the credit once your character reaches 
  7th level. To apply credit, follow the steps below.
  • Apply the credit for any eligible adventures in the order 
  in which they were played.
  • If you apply credit for multiple adventures at once, your 
  Roleplaying Guild character might advance multiple 
  levels. The character’s level cannot exceed the Tier 
  range of any Chronicle sheets applied to her.
  • You can apply credit to a newly created, 1st-level 
  Roleplaying Guild character from a higher-level 
  sanctioned module or Adventure Path. When doing so, 
  reduce the gp reward to 500 gp if the adventure grants 
  1 XP or 1,398 gp if it grants 3 XP. You do not benefit 
  from any boons until your Roleplaying Guild character 
  reaches the minimum level listed on the Chronicle 
  sheet, unless otherwise noted.
  Downtime: Pregenerated characters can participate in 
  Downtime activities as long as they have the appropriate 
  skills to do so. See Appendix 4: After the Adventure for 
  more details.
  ONE CHARACTER PER ADVENTURE
  Although you can have more than one active character 
  in the Pathfinder Society Roleplaying Guild, you can 
  play only one of your characters during a specific 
  adventure session. In situations that require a 
  pregenerated character as the fourth character to make 
  a legal table, the GM can assign a player to play that 
  pregenerated character as well as his own character, or 
  the GM can allow the group to choose the pregenerated 
  character’s actions.
  NO PLAYER-VERSUS-PLAYER COMBAT
  In keeping with the “cooperate” theme of the Pathfinder 
  Society, player-versus-player conflict should be kept 
  to a minimum. While circumstances may arise where 
  friendly fire occurs, a player must always receive the 
  other player’s consent before performing such actions. 
  Deliberate death of a character at the hands of another 
  character should never occur. This rule does not apply 
  in situations where a character is not acting of his own 
  initiative, such as being mind-controlled by an NPC and 
  forced to attack a fellow Pathfinder.
  AFTER THE ADVENTURE
  After you finish an adventure, the GM tracks character 
  advancement, wealth gained, and Prestige Points earned 
  and spent. Record any item purchases worth 25 gp or 
  more on the character’s Inventory Tracking Sheet.
  As a player, you are expected to keep accurate, up-to-
  date records of your character and make sure to bring all 
  of your Chronicle sheets to every Roleplaying Guild event 
  or session. If you forget your Chronicle sheets, you will 
  be unable to play your character, though you can play a 
  pregenerated character. We suggest keeping everything 
  in a binder with an individual folder for each character. 
  See Appendix 4: After the Adventure for information 
  on filling out your Chronicle sheet and resolving events 
  at the end of an adventure.
  REPLAYING ADVENTURES
  You can receive credit—a Chronicle sheet with the 
  adventure’s rewards—once for playing an adventure and 
  once for running the same adventure as a GM, regardless 
  of how many times you play or run that specific 
  adventure. In certain circumstances, you may need to 
  replay an adventure you have already completed. The 
  following rules determine when replaying Roleplaying 
  Guild adventures is legal, and what benefits you can gain 
  from replaying.
  Minimum Legal Table Size: You are permitted to 
  replay an adventure in order to meet the minimum legal 
  table size, with the following stipulations. 
  Rewards: You don’t earn any rewards beyond having a 
  good time. You should (in this instance only) receive a 
  Chronicle sheet for the adventure, though the GM will 
  denote that you earned no gp, Prestige Points, Fame, XP, 
  boons, item access, or any other benefits or disadvantages 
  otherwise normally awarded by a Chronicle sheet. You do 
  not receive Downtime with which to attempt a Day Job 
  check. This Chronicle sheet serves only as a placeholder 
  to indicate the character participated in the adventure 
  and provides a place to track consumables, purchases, 
  and conditions acquired by playing the adventure. This 
  is the only exception to not having two copies of the same 
  Chronicle sheet assigned to one character.
  Notify the GM: You must inform the GM that you have 
  already played the adventure or run it as a GM. GMs are 
  encouraged to be as flexible as possible when replaying 
  an adventure is the only method to run a legal table, but 
  a GM has the right to deny replaying an adventure to 
  players if she feels uncomfortable running an adventure 
  for players who have foreknowledge of the story.
  No Spoilers: Spoiling plot points or using insider 
  knowledge to affect game play is grounds for the GM to 
  remove players from the table. You should be very careful 
  about character knowledge versus player knowledge. If 
  you are concerned about possible spoilers, take the GM 
  aside and ask her how she would like to handle it.
  GM Star Replay: As a GM earns GM stars, she gains a 
  limited ability to replay adventures (see Chapter 3: GM 
  Basics). Note on the Chronicle sheet that you are using 
  
  8
  PATHFINDER SOCIETY ROLEPLAYING GUILD GUIDE
  one of these limited replay opportunities (for example, 
  “GM Star Replay #3”).
  CORE CAMPAIGN
  Most Pathfinder Society Roleplaying Guild games use 
  the standard character creation rules—typically referred 
  to as the Standard Campaign. Players and GMs can also 
  participate in the Core Campaign, which comes with 
  several advantages and limitations.
  Limited Resources: Core Campaign PCs are limited to 
  using the Pathfinder RPG Core Rulebook, Pathfinder Society 
  Roleplaying Guild Guide, and Pathfinder RPG Character 
  Traits Web Enhancement when building their characters. 
  Some adventures’ Chronicle sheets also open access to 
  other gear, feats, and other character options, which Core 
  characters can use. Only such Chronicle sheets earned 
  in the Core Campaign offer these expanded options to 
  Core PCs.
  The only exception to this rule are special race options. 
  Boons that offer additional race options only apply to the 
  Core Campaign if they were earned during an adventure; 
  promotional boons and other Chronicle sheets that 
  open up new race options otherwise can't be used in the 
  Core Campaign.
  No Mixing Campaigns: A session must accommodate 
  only Core PCs or Standard PCs; characters from different 
  campaign modes should not be part of the same adventure. 
  The exception is that a Core PC can play at a Standard 
  Campaign event, but the PC irrevocably becomes part of 
  to the Standard Campaign, can no longer participate in 
  Core Campaign events, and can now select any character 
  options permitted in the Standard campaign.
  Expanded Replay: A participant can earn credit once for 
  playing and once for running an adventure as a GM in each 
  of the two campaigns—a total of four possible credits.
  Easy to Learn: With fewer options, the Core Campaign 
  is less intimidating for players and GMs alike, especially 
  those who are newer to the Pathfinder RPG.
  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 errata or FAQ for the core rules, 
  sometimes game elements change over 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.
  Feats and Traits: If a feat or trait changes or is removed 
  from the Additional Resources list, you have two options: 
  You can 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, or you can 
  replace the feat (and any of the old feat’s prerequisite 
  feats) entirely with another feat for which you meet all 
  the prerequisites. If any of the feat’s changes directly 
  reference one or more pieces of equipment you own (such 
  as the weapon selected for the Weapon Focus feat), you 
  can sell back that equipment at full market value.
  Class 
  Features, 
  Prestige 
  Class 
  Features, 
  and 
  Archetype Abilities: If an ability-score-dependent 
  feature of a class, prestige class, or archetype is altered 
  at any time, you can rebuild your character to its current 
  XP. Keep the same equipment, but you can resell any 
  equipment that augments the altered ability score at its 
  full market price.
  If a class, prestige class, or archetype changes in such 
  a way that you no longer have proficiency with a given 
  weapon or armor type, you can sell back the affected 
  equipment—and only the affected equipment—at full 
  market value. You can also retrain any feats directly 
  associated with the affected equipment. If the price of 
  an item becomes more expensive, you must sell back the 
  affected equipment at its original full market value based 
  on its remaining number of charges (if any). So long as 
  you have enough gp and Fame, you can purchase the 
  same item at its updated cost.
  Spells: If the level of a spell changes, you must retrain 
  the altered spell, replacing it with another spell of its 
  original spell level. You can also retrain one spell of the 
  altered spell’s new level, but only in order to learn the 
  altered spell. You must sell back any potions, scrolls, or 
  wands that use that spell at their current full market 
  value based on the spell’s old level and the remaining 
  number of charges. If a favored class bonus changes, you 
  can reassign your entire favored class bonus at each level 
  to any of the now-legal options.
  This guide is not able to cover all possibilities with 
  regard to playtests and errata. Additional topics not 
  covered in this section are sometimes discussed on forum 
  posts at paizo.com/pathfindersociety or in Pathfinder 
  Society blog posts at paizo.com/paizo/blog. Please 
  consult those sources and apply those changes if any of 
  your characters are affected by errata or playtest material.
  
  9
  R
  unning games in the Pathfinder Society 
  Roleplaying Guild is not that much different 
  from running a regular campaign, with a few 
  minor caveats. Be sure to familiarize yourself with Chapter 
  2: Player Basics and Appendix 1: Character Creation and 
  Appendix 4: After the Adventure. You need to know what 
  players know; what their expectations are; and how their 
  characters are created, played, and advanced.
  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 the Pathfinder Society Roleplaying 
  Guild, 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.
  WHO CAN BE A GAME MASTER?
  Anyone with a valid Pathfinder Society Number can run 
  adventures in the Pathfinder Society Roleplaying Guild. 
  There are no tests to qualify as a GM. Neither are there 
  feedback-based rating systems, wherein GMs are 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. In many cases, players 
  sitting at a new GM’s table can offer guidance to help 
  build that GM’s skills and confidence, so don’t be afraid 
  to get behind the screen and give a whole table of players a 
  great Roleplaying Guild experience.
  YOUR DUTIES AS GAME MASTER
  As a Pathfinder Society Roleplaying Guild GM, you have 
  the following duties.
  • Work with local coordinators to schedule an event for 
  you to GM.
  • Prepare an adventure to offer to players, including 
  gathering the necessary supplies such as maps, 
  miniatures, and reference materials.
  • Welcome each player to the table and facilitate 
  introductions (don’t forget yourself!).
  • Look over each player’s character sheet and most recent 
  Chronicle sheets for accuracy. Identify any egregious 
  issues to the event coordinator to follow up on.
  • Run the scenario as written and within the time 
  constraints of the event.
  • Give each player an accurate Chronicle sheet for that 
  scenario based on the listed adventure rewards (see 
  Filling Out a Chronicle Sheet on page 14).
  • Complete reporting sheets that include additional 
  tracking information and turn them over to the 
  event coordinator.
  • If you happen to be acting as both GM and event 
  coordinator, be sure to register your event on 
  paizo.com and then report the results of your sessions 
  in a timely fashion. 
  GM Basics
  CHAPTER 3
  
  PATHFINDER SOCIETY ROLEPLAYING GUILD GUIDE
  10
  LEGAL TABLE SIZE
  The minimum table size for a Roleplaying Guild 
  Organized Play session is four players. The recommended 
  maximum is six players. In cases where you simply cannot 
  seat four players, you may run a table of three players, and 
  play an appropriate level pregenerated iconic character 
  in order to meet the minimum table size of four PCs. 
  Pregenerated iconic characters are available for level  1, 
  level 4, and level 7.
  If seven players show up to an event, rather than 
  turning someone away, consider adding a seventh person 
  to the table. Check with the players to determine their 
  preferences before running a seven-person table, as seven-
  person tables often overpower otherwise challenging 
  adventures and limit the amount of time each player gets 
  to shine in the given scenario.
  Tables may not have eight or more players.
  ADAPTING SEASONS 0–5
  The Pathfinder Society Roleplaying Guild has evolved 
  over its lifetime. Below are instructions for making 
  adjustments to Scenarios #1 to #5–25 to bring them up to 
  date to the current season.
  Season 0 (Scenarios #1–#28): Season 0 scenarios were 
  written 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 a Pathfinder 
  RPG Bestiary volume and has the same CR, you may use 
  the stats from that volume. This is the only substitution 
  allowed in these scenarios.
  Prestige Awards and Faction Missions: Faction 
  missions no longer count toward the success conditions 
  of a scenario. 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 can 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.
  TIERS AND SUBTIERS
  Roleplaying Guild Scenarios are designed so that players 
  of a variety of levels can participate in a given adventure 
  together. Every scenario has a tier range and many have 
  associated subtiers. Tiers indicate which character levels 
  are legal for that scenario. If a PC’s level does not fall 
  within the tier, that character cannot legally play in 
  that scenario.
  • Tier 1 (no subtier)
  • Tier 1–2 (no subtier)
  • Tier 1–5 (Subtiers 1–2 and 4–5)
  • Tier 1–7 (Seasons 0–2 only, Subtiers 1–2, 4–5, and 6–7)
  • 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)
  • Tier 12+ (Seeker Content; Subtiers 12–13, 14–15, and 16+)
  Within each tier, PCs or pregenerated characters 
  should be used in the subtier in which they fall whenever 
  possible, but they may be adjusted up or down, based on 
  the average party level at the table, as outlined below. For 
  scenarios with more than two subtiers, characters must be 
  in adjacent subtiers to play together.
  DETERMINING AVERAGE PARTY LEVEL
  In order to determine which subtier a mixed-level group 
  of PCs must play in, calculate the group’s average party 
  level (APL). 
  APL = sum of character levels/number of characters
  Divide the total number of character levels by the 
  number of characters in the party, rounding to the 
  nearest whole number. If the result of the average party 
  level calculation ends with 0.5, the players should decide 
  whether to round up or down. 
  Scenarios in Seasons 0 through 3 were designed for 
  four characters. For these scenarios, if the APL is 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.
  Starting with Season 4, scenarios were designed for 
  six characters and contained methods to adjust for tables 
  with four players. 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 falls between two subtiers must 
  play the higher tier with the four-character adjustments 
  found throughout the scenario.
  In the fringe case where there are no PCs that are high 
  enough level to have reached the subtier level (such as a 
  party of six 3rd-level characters), the group can decide to 
  play the lower subtier.
  
  11
  PATHFINDER SOCIETY ROLEPLAYING GUILD GUIDE
  • 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.
  Seasons 0–5: After the first six seasons, the nation-based 
  factions were replaced with ideals-based factions. 
  • Dark Archive faction PCs should treat Cheliax faction 
  missions as their own for all Season 0-5 scenarios.
  • The Exchange faction PCs should treat Qadiran factions 
  missions as their own for all Season 0-5 scenarios.
  • Liberty’s Edge should treat all Andoran faction missions 
  as their own for all Season 0-5 scenarios.
  • Scarab Sages should treat all Osirian faction missions as 
  their own for all Season 0–5 scenarios.
  • Sovereign Court should treat all Taldan faction missions 
  as their own for Season 0–5 scenarios.
  • One faction that is now retired—the Sczarni—was 
  available for characters to ally with during Seasons 3–5; 
  ignore this faction’s missions.
  Slow Advancement Track Rewards: The option for 
  slower advancement 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 the Out-of-Subtier amount referred to 
  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.
  ADDITIONAL PLAYABLE CONTENT
  In addition to scenarios, the Roleplaying Guild also offers 
  sanctioned modules and Adventure Paths. This additional 
  content works differently from standard scenario play as 
  outlined below.
  Characters: Depending on which mode the content is 
  played, only certain characters are allowed.
  Campaign 
  Mode: 
  For 
  sanctioned 
  modules 
  and 
  Adventure Paths, GMs are allowed to use their own 
  rules for character creation and running the presented 
  content (the entire book or series). Credit is applied to 
  an appropriate Roleplaying Guild character as if the 
  character created was a pregenerated character.
  Module 
  Mode: 
  Pathfinder 
  Society 
  Roleplaying 
  Guild characters are the only characters allowed. All 
  Roleplaying Guild rules must be followed. Most modules 
  only give credit to legal Roleplaying Guild characters.
  Standard pregenerated characters are allowed for 
  use in module mode play in any module for which the 
  character would be in the module’s level range. Higher-
  level content requires a legal Roleplaying Guild character 
  in the appropriate level range.
  Sanctioned Content: A document had been created 
  for each sanctioned module and Adventure Path that 
  outlines the content that players receive credit to be 
  applied to legal characters as well as the Chronicle sheet(s) 
  for that adventure. This document can be found on the 
  product page for the sanctioned material or at paizo.com/
  pathfindersociety/additionalResources. 
  Time: Pathfinder Society sanctioned modules and 
  Adventure Paths can take several sessions to complete. 
  GMs are encouraged to work with players who miss one or 
  more sessions when issuing Chronicles. Until applicable 
  Chronicle sheets are handed out, these characters may 
  not be used in any other Pathfinder Society Roleplaying 
  Guild event.
  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. 
  Multi-Session Adventures and Extended Play
  Roleplaying Guild characters can only played in one 
  scenario, module, or Adventure Path at a time. Characters 
  are considered to be playing in a scenario, module or 
  Adventure Path until they receive a Chronicle sheet for 
  sanctioned content. GMs are advised to work with players 
  who do not finish a scenario, module, or Adventure Path 
  to receive their Chronicle sheets.
  TABLE VARIATION
  While the goal of the Pathfinder Society Roleplaying Guild 
  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.
  Scenarios are meant to be run as written, with no 
  addition or subtraction to the number of monsters 
  (unless indicated in the scenario), or changes to armor, 
  feats, items, skills, spells, statistics, traits, or weapons. 
  
  PATHFINDER SOCIETY ROLEPLAYING GUILD GUIDE
  12
  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.
  As a Pathfinder Society Roleplaying Guild GM, you 
  have the right and responsibility to make whatever 
  judgments, within the rules, that you feel are necessary 
  at your table to ensure everyone has a fair and fun 
  experience. This does not mean you can contradict rules 
  or restrictions outlined in this document, a published 
  Pathfinder RPG 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. 
  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 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 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. Roleplaying Guild GMs cannot 
  ban legal character options at public events. 
  If a particular issue comes up repeatedly or causes a 
  significant problem in one of your games, please raise any 
  questions or concerns on the Pathfinder Society forums 
  at paizo.com/pathfindersociety, and the campaign 
  management staff or the Pathfinder RPG 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 
  Roleplaying Guild 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 miss 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. 
  The Pathfinder Society Roleplaying Guild never wants 
  to give the impression that the only way to solve a problem 
  is to kill it. Rewarding the creative use of skills and 
  roleplaying not only make Society games more fun for 
  the players, but it also gives the GM a level of flexibility in 
  ensuring players receive the rewards they are due.
  But what if your players accidentally or intentionally 
  kill an important NPC who was supposed to give them a 
  crucial piece of information that’s needed for the scenario 
  to progress? This is a tough problem for the GM and 
  requires improvisation. Don’t decide the scenario is over 
  just because the old man with the letter was caught in a 
  magical crossfire and roasted alive, destroying both him 
  and the important letter. Reveal that the letter survived 
  by some 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.
  Alignment Infractions
  Players are responsible for their characters’ actions. 
  “That’s just what my character would do” is not a defense 
  for behaving like a jerk.
  Alignment infractions are a touchy subject. Killing 
  an innocent, wanton destruction, and other acts that 
  can be construed as evil might be considered alignment 
  infractions. Ultimately, you are he final authority at the 
  table, but you must warn any player whose character is 
  deviating from his chosen alignment. This warning 
  must be clear, and you 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 
  
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  PATHFINDER SOCIETY ROLEPLAYING GUILD GUIDE
  down an orphanage full of children, killing a peasant 
  for no good reason but sport, etc.). Hence, you 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 might be in order. If you deem these continued 
  actions warrant an alignment change, you should note 
  it on the character’s Chronicle sheet at the end of the 
  session in the notes section The character can remove 
  this gained condition through an atonement spell. If 
  the condition is removed, you should also note it on the 
  Chronicle sheet.
  Characters who become wantonly evil by performing 
  vile actions deliberately 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, you should escalate the report to the event 
  coordinator, or the local Venture-Captain or Venture-
  Lieutenant. If they agree with you, 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 event 
  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 number, 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.
  Dealing with Death
  Given the dangers characters face once they become 
  Pathfinders, character death is a very real possibility 
  (and a necessary one to maintain a sense of risk and 
  danger in the game). Consider, however, that for a 
  player new to Pathfinder Society Roleplaying Guild, or 
  to the Pathfinder RPG in general, having his character 
  experience a violent death during his first game can sour 
  him on the campaign and the game altogether. While we 
  don’t advocate fudging die rolls, consider the experience 
  of the 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. 
  CHRONICLE SHEETS AND RECORD-KEEPING
  Regardless of whether you participate in the Pathfinder 
  Society Roleplaying Guild 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 Roleplaying Guild 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 
  Roleplaying Guild adventure, 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 in the back of the 
  scenario before play 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 0–5 
  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 can ask the player to explain any errors to you. 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 do 
  so calmly, nicely, and with an open mind. The player 
  might have simply made a mistake, or you might have 
  made a mistake in your understanding of 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 find a mistake on a Chronicle sheet or character 
  record, resolve it as fairly as possible, such as having the 
  
  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
  PATHFINDER SOCIETY ROLEPLAYING GUILD GUIDE
  14
  character spend additional gold needed to meet the 
  full purchase price of the item, retrain any feats 
  using the rules presented in Pathfinder RPG Ultimate 
  Campaign, or replace any prepared spells not legal 
  for play.
  Check with your event coordinator, Venture-
  Captain, or Venture-Lieutenant if you are unsure of 
  how to fix a mistake.
  If you believe the player to be cheating, ask her 
  to leave your table and then send an email to the 
  Pathfinder Society staff, 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 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 at the beginning of the scenario (F). 
  Step 3: Award the character XP based on his 
  advancement track. A PC receives 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 
  success condition completed. A character on the slow 
  advancement track can earn a maximum of 1 Prestige 
  Point: 1/2 PP for each success condition 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 receives 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) for 
  completing a scenario or 1,398 gp (or 699 gp for the 
  slow advancement track) for completing a module. 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 attempt a Day Job 
  check or engage in other downtime activity, and enter the 
  
  15
  PATHFINDER SOCIETY ROLEPLAYING GUILD GUIDE
  result of this roll (determined by the table on page 34) in 
  the Day Job field and initial the adjacent box (R).
  Step 7: Mark any special boons the players did or did 
  not earn (U) and cross out any treasure items the party 
  didn’t find in the scenario (V); 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 gold spent or gained from 
  buying and selling items including spellcasting services 
  in the gold spent section (S). 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 below for more information on 
  noting conditions gained and cleared during a scenario 
  or after its conclusion. Additionally, the player must list 
  any Prestige Awards his character gains by spending 
  Prestige Points in the notes sections. 
  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.
  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 found on paizo.com/pathfinderSociety.
  Dealing with Afflictions
  At the end of a scenario, a PC might have been afflicted 
  with any number of possible afflictions, such as blindness, 
  a curse, deafness, a disease, or a poison. Verify that the 
  player recorded any conditions in the notes section 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 remove 
  the condition, you need to make sure the player recorded 
  that information in the notes section at the bottom of 
  the Chronicle sheet. If another PC cleared the condition 
  by casting a spell, this information should be listed 
  in the notes section with the casting character’s full 
  Pathfinder Society Number written in next to the spell’s 
  name. If, during this scenario, a character resolved a 
  condition gained during a previous scenario, check that 
  the condition is listed as cleared under the notes section 
  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 you are 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/
  myAccount on the GM/Event Coordinator tab. 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 the 
  GM/Event Coordinator tab linked above, and click 
  “Report.” Follow the instructions carefully, and enter the 
  information from the 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, or 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 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 
  
  PATHFINDER SOCIETY ROLEPLAYING GUILD GUIDE
  16
  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!
  GAME MASTER REWARDS
  In the Pathfinder Society Roleplaying Guild, we reward 
  GMs for volunteering their time to run events. Starting 
  with Version 2.2 of this guide (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. GMs also receive additional 
  rewards based on the number of scenarios they have run 
  and reported (See Reporting Scenario Results on page 15 
  and GM Star Rewards below).
  “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). For sanctioned modules and Adventure Paths, 
  full credit is 3 XP and 4 PP (1 XP and 1 PP or as per the 
  sanctioning document for Free RPG Day modules).
  The GM can select any special boons bestowed by a 
  Chronicle sheet, such as free magical treasure, regional 
  boons, or future bonus die rolls. Boons for specific 
  faction members may only be selected if the character 
  that is receiving credit is part of that faction. The GM 's 
  character does not engage in downtime activity.
  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.
  A GM who receives a Chronicle sheet that indicates 
  her character is between subtiers must always receive the 
  Out-of-Subtier gold value and access to items and boons 
  for the subtier at which the adventure was played.
  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 
  to be applied, it is immediately applied at that time. 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.
  A GM can assign credit for running an adventure 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.
  GM Star Rewards
  The Pathfinder Society Roleplaying Guild 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. You can earn 
  up to four stars for running a certain number of reported 
  games, as follows.
  • Report 10 sessions as GM = 1 star
  • Report 30 sessions as GM = 2 stars
  • Report 60 sessions as GM = 3 stars
  • Report 100 sessions as GM = 4 stars
  To obtain a fifth star, you must accomplish the 
  following achievements.
  • Report 150 sessions as GM
  • Run 50 different adventures
  • Run 10 or more specials or exclusives
  • Run a Roleplaying Guild session in the presence of  a 
  member of the Pathfinder Society leadership team 
  or a Venture-Captain. Throughout the session, this 
  designated representative will evaluate your rules 
  knowledge, improvisational skills, preparation, and 
  ability to provide a fair and fun experience for all 
  involved Pathfinder Society Roleplaying Guild players 
  and recommend the granting of a fifth star.
  Paizo announces and recognizes all 5-Star GMs by 
  name at both PaizoCon and Gen Con annually. In 
  addition, there are special 4- and 5-star GM rewards, such 
  as exclusive scenarios.
  All GMs receive the following rewards based on the 
  number of GM stars that they have earned.
  • A bonus number of free rerolls (see Rerolls on page 36) 
  equal to the number of GM stars earned.
  • The ability to replay one scenario once (see Replaying 
  Adventures on page 7) per star earned.
  • The ability to apply a special GM Star reward 
  Chronicle to one character, available as a free 
  download at paizo.com/pathfindersociety.
  ORDERING SCENARIOS
  All available Pathfinder Society Roleplaying Guild 
  scenarios can be found at paizo.com/pathfindersociety/
  pfsProducts. Anyone can purchase a scenario PDF—
  
  17
  PATHFINDER SOCIETY ROLEPLAYING GUILD GUIDE
  all you need is a free paizo.com account. Scenarios are 
  generally released during the last week of each month. 
  At least two new scenarios are released each month, with 
  extra events and specials released throughout the year.
  
  18
  The Pathfinder Society Roleplaying Guild organized 
  play 
  campaign 
  functions 
  much 
  like 
  a 
  home 
  campaign played with the Pathfinder RPG, with the 
  following adjustments.
  EVERGREEN ADVENTURES
  All Tier 1 and 1-2 adventures can be replayed an unlimited 
  number of times with a 1st-level character for credit. 
  The Tier 1 and 1–2 adventures can also be played with 
  a 2nd-level character once for credit in each campaign 
  mode (Core and Standard Modes). GMs receive another 
  Chronicle sheet each time they run one of the Tier 1 
  and Tier 1-2 adventures, but can only apply a Chronicle 
  sheet to one 2nd-level character per adventure per 
  campaign mode. 
  PRESTIGE CLASSES
  All roleplaying requirements for prestige classes, such 
  as particular ceremonies or killing a devil, are waived 
  in the Pathfinder Society Roleplaying Guild. Prestige 
  class options and adjustments are found at paizo.com/
  pathfinderSociety/additionalResources.
  In addition, the loremaster prestige class’s requirement 
  of any three metamagic or item creation feats changes to 
  any three metamagic or Spell Focus feats.
  CONDITIONS, DEATH, AND EXPENDABLES
  In certain cases, the events of an adventure can affect a 
  character even after that adventure has ended. 
  Conditions: Unless noted otherwise, all conditions, 
  including death, gained during an adventure must be 
  resolved before the end of the session. A condition in this 
  context includes an affliction, a negative effect, or an effect 
  that is intended to mechanically affect your character in 
  a negative way. If such a condition isn’t resolved by the 
  end of play, the character should be reported as dead and 
  becomes unplayable. However, a few conditions need 
  not be resolved by the end of play, including permanent 
  negative levels, ability drain that does not reduce an 
  ability score to 0, becoming a fallen member of a class 
  that requires an atonement spell to regain class features 
  or spellcasting abilities, and conditions that impose no 
  mechanical effect. 
  Permanent negative levels, ability drain, and non-
  mechanical conditions being carried over to the next 
  session should be recorded on the Chronicle sheet.
  Players are encouraged to share their physical 
  resources in order to resolve any and all conditions. 
  They may not pool Prestige Points, even if they’re 
  from the same faction. Characters can also sell off 
  gear, including the dead character’s gear, at 50% of 
  Roleplaying Guild Basics
  CHAPTER 4
  
  19
  PATHFINDER SOCIETY ROLEPLAYING GUILD GUIDE
  turn items of one type into another (i.e., you can’t turn 
  a masterwork rapier into a +1 greatsword). Mundane 
  items cannot be upgraded to masterwork items, nor can 
  nonmagical aspects of equipment be upgraded, such as 
  the strength rating on a composite bow. 
  Magic items that can be used less often than once per 
  day (such as once per week or once per month and so on) 
  are considered to be usable once per adventure. 
  All gear that is consumable or worth more than 25 gp is 
  tracked on Inventory Tracking Sheets.
  Where to Buy Gear
  For simplicity’s sake, players can make purchases or 
  procure spellcasting services if their characters are in 
  a town of more than 5,000 residents. The Pathfinder 
  Society Roleplaying Guild assumes that every faction 
  has at least one representative in every settlement that is 
  at least the size of a small city. If outside of a town, PCs 
  might be restricted from buying anything, though this 
  varies by adventure.
  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
  Always Available Items
  You may always purchase the following items or 
  equipment as long as you’re in an appropriately sized 
  settlement (see above).
  • All basic armor, gear, items, and weapons from 
  Chapter 6 of the Pathfinder RPG Core Rulebook, 
  including items for Small and Large characters. This 
  its listed value to raise money to purchase a spell that 
  will resolve the condition, though they can only do 
  so in a settlement and they cannot sell off any items 
  found during the current adventure that they haven’t 
  purchased. Characters can use the rewards from the 
  Chronicle sheet they earned in order to resolve any 
  conditions. Characters who die during an adventure and 
  are raised receive full XP for that adventure, as long as 
  they completed at least three encounters.
  A character who ultimately doesn’t resolve conditions 
  during or immediately after the adventure must be 
  marked as dead. That character’s player receives a 
  Chronicle sheet for the adventure with no XP, Prestige 
  Points, gold, and boons. The GM reports that character as 
  dead on the Reporting Sheet provided with the adventure 
  and on the character’s Chronicle sheet. The player will 
  need to make a new 1st-level character or play a different 
  character to continue playing in the Pathfinder Society 
  Roleplaying Guild. 
  Death: Death is a constant threat for characters who 
  undertake dangerous missions such as those given out by 
  the Pathfinder Society. Unfortunately, death can happen 
  in Pathfinder Society Roleplaying Guild play just like any 
  regular Pathfinder RPG session. 
  The basic rule for the Roleplaying Guild is that if a 
  character dies during the course of an adventure:
  • He can be raised by a character of appropriate class 
  and level seated at his table by paying all costs 
  associated with the resurrection.
  • He can be raised by an NPC in an appropriately 
  sized 
  settlement 
  by 
  purchasing 
  appropriate 
  spellcasting services.
  • He can be raised by his faction by spending the 
  requisite Prestige Points. 
  Expendables: Any wealth spent or resources expended 
  during the course of an adventure must be tracked and 
  recorded on either the Chronicle Sheet or Inventory 
  Tracking Sheet as applicable. 
  PURCHASING EQUIPMENT AND SPELLS
  In Pathfinder Society Roleplaying Guild play, you can 
  never buy, sell, or trade items with another player. You 
  can allow another player to borrow an item for the 
  duration of an adventure. Characters can also expend 
  consumables on behalf of their party members. Players 
  are permitted to spend character gold to help a party 
  member purchase spellcasting services such as raise 
  dead or remove disease. This includes pooling money to 
  buy breath of life or raise dead scrolls or potions for use 
  in the game.
  For ease of play, items of the same kind can be upgraded 
  from a masterwork item to a magic item by paying the 
  difference in cost of the two items. However, you can’t 
  
  PATHFINDER SOCIETY ROLEPLAYING GUILD GUIDE
  20
  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 weapons, armor, 
  equipment, and alchemical gear found in any other 
  source that is legal for play are considered always 
  available, including masterwork quality versions 
  where a cost is defined.
  • +1 weapons (2,000 gp + 300 gp for the masterwork 
  weapon cost + item cost)
  • +1 armor (1,000 gp + 150 gp for the masterwork armor 
  cost + item cost)
  • +1 shields (1,000 gp + 150 gp 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 1st (50 gp 
  or less)
  • Wayfinder (at a 50% discount for 250 gp; see page 299 of 
  Pathfinder Campaign Setting: The Inner Sea World Guide)
  • All items purchased with Prestige Points.
  Beyond the gear noted above, your character is 
  restricted to purchasing additional items either from his 
  accumulated Chronicle sheets or by capitalizing on his 
  Fame (see page 21). 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 can purchase items 
  of less than full value only if they appear that way on a 
  Chronicle sheet.
  Potions, Scrolls, and Wands
  All potions, scrolls, wands, and other consumables are 
  made by clerics, druids, wizards, or psychics in Pathfinder 
  Society Roleplaying Guild play. The only exceptions are 
  spells that are not on the cleric, druid, wizard or psychic 
  spell lists. For example, a scroll of lesser restoration must 
  be purchased as a 2nd-level scroll created by a cleric 
  and can’t be purchased as a 1st-level scroll created by 
  a paladin. 
  Use the following rules for purchasing potions, scrolls, 
  and wands.
  • If a spell appears at different levels on two different 
  lists, use the lower level spell to determine cost (for 
  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, divine, or psychic 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 12th level unless 
  you gain access to them on a Chronicle sheet that 
  specifically lists them.
  Spellcasting Services
  You may hire a spellcaster to cast a spell using the 
  following rules.
  • To hire a spellcaster, you must be able to pay the gold 
  piece cost. 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. 
  • If you don’t have sufficient gold, the other players 
  around the table can chip in, but they cannot be 
  compelled to do so. 
  • You can also use Prestige Points to purchase 
  spellcasting services per the table on page 21. 
  • If a character wants to ensure success with a spell that 
  requires a caster level check or a specific caster level, 
  hired spellcasters are able to cast spells at any caster 
  level as appropriate, such as destroyed magic items 
  that might require an extremely high caster level for 
  make whole to repair them and restore their function. 
  For example, remove curse requires a caster level check 
  with a difficulty equal to the save DC for the curse; a 
  caster level of 14 would be required to ensure success 
  on a curse with a save DC of 15. 
  • Spells that are 7th level or higher can’t be purchased 
  from hired spellcasters, unless listed as available by 
  your faction.
  You can hire a spellcaster to cast a spell for you 
  at any time during an adventure as long as you’re in 
  a settlement or have access to a temple, shrine, or 
  wandering mystic at the GM’s discretion. For Pathfinder 
  Society Roleplaying Guild play, settlements with fewer 
  than 5,000 residents are presumed to have access to a 
  caster who can cast spells that cost 3,000 gp or fewer, but 
  never more. Characters can only purchase spells with 
  a total cost of above 3,000 gp by visiting a settlement 
  with more than 5,000 residents. Please note that PCs can 
  never purchase the traveling service of a spellcaster—in 
  other words, a wizard from the local town is not going 
  to accompany the PCs on their mission to investigate 
  the nearby haunted castle or extraplanar breach for 
  any price. 
  
  21
  PATHFINDER SOCIETY ROLEPLAYING GUILD GUIDE
  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 
  5 PP
  by 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.
  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 characters of the Pathfinder 
  Society Roleplaying Guild: awaken, permanency, and 
  reincarnate. All spells and effects end at the end of an 
  adventure 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 adventure.
  • Afflictions and harmful conditions obtained during 
  an adventure remain until healed and carry over 
  from adventure to adventure (except as noted under 
  Conditions, Death, and Expendables on page 18).
  • A character can have one each of the following spells 
  on an item or items that carries over from adventure 
  to adventure: continual flame, masterwork transformation 
  (Pathfinder RPG Ultimate Magic 228), secret chest, and 
  secret page.
  FAME AND PRESTIGE
  While Fame and Prestige Points (PP) are related within 
  the same system, they represent two different things 
  within the Pathfinder Society or your faction and serve 
  different purposes. Fame is a non-expendable score that 
  represents your renown. Higher Fame scores unlock 
  resources that can be purchased from the Pathfinder 
  Society or 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 the Pathfinder Society or a faction, 
  then a character’s Prestige Points represent what the 
  Pathfinder Society or her faction owes her in terms of 
  boons, favors, 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 the 
  Pathfinder Society or your faction, increasing your 
  current Fame by that same amount. For example, your 
  character has 5 Fame and 2 PP, then successfully earns 
  2 PP at the completion of an adventure. Her Fame score 
  increases to 7, and she has 4 Prestige Points to spend at 
  any time in the future.
  Benefits of Fame
  A character’s Fame represents her renown and status 
  within the Pathfinder Society and her faction. Fame 
  grants the following benefits.
  • For every 10 points of Fame, a character gains a 
  cumulative +1 bonus on Diplomacy checks against 
  members of the Pathfinder Society or her faction. 
  • Her Fame might also afford her certain titles and 
  incidental privileges and allow her to purchase spells 
  and items from the Pathfinder Society or her faction 
  between scenarios. 
  • A character’s Fame score determines the maximum 
  gp value of any items she can purchase from the 
  Pathfinder Society or her faction, as detailed in the 
  table on page  19. 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 Pathfinder Society or her faction. 
  While a character’s Fame can provide certain titles 
  and privileges, the most tangible benefits are acquired 
  
  PATHFINDER SOCIETY ROLEPLAYING GUILD GUIDE
  22
  by spending Prestige Points on aid, boons, favors, 
  spellcasting, or other services that might enhance a 
  character or an adventure. In addition to the generic 
  Prestige Awards available to all Pathfinders regardless of 
  faction (listed in the table on page 21), each faction offers 
  specific Prestige Awards available only to members (see 
  the Faction Appendix at the end of this document for 
  more information). 
  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 participating in 
  additional adventures. 
  Prestige Points can be spent using the following rules.
  • Player 
  characters 
  can’t 
  spend 
  Prestige 
  Points 
  during combat. 
  • GMs can choose to limit the number of times Prestige 
  Points may be spent during an adventure if the players 
  become excessive and time is of the essence.
  • Player characters can’t pool Prestige Points to obtain 
  more expensive boons or services, even if they are 
  members of the same faction. 
  • 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 the Pathfinder 
  Society or other members of her faction, and unless 
  noted otherwise, the Pathfinder Society and most 
  factions tend to have agents, contacts, or headquarters 
  in settlements with at least 5,000 people. 
  • To reflect the difficulty of contacting a Pathfinder 
  Society or faction agent in a smaller settlement, 
  Prestige Point costs increase by 5 in communities with 
  fewer than 5,000 people. 
  • It is possible for a player character to spend her 
  Prestige Points even if the character in question is 
  dead, petrified, or otherwise out of commission in 
  the context of the current adventure. In essence, this 
  represents the PC having made prior arrangements 
  with the Pathfinder Society or 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. This cost also includes recovery of a character’s 
  lost equipment or the need to hunt down and kill a 
  character’s undead body before recovering it and 
  bringing it back to life.
  BEYOND LEVEL 11
  When players achieve their 33rd experience point, they 
  have leveled out of the Pathfinder Society Roleplaying 
  Guild campaign. These characters have made it to the 
  ranks of special agents known as Seekers. This august 
  group of explorers participates in adventures to lands 
  unknown within Golarion and beyond. They immediately 
  gain the title Seeker and become special agents like 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 are offered the opportunity to participate in one 
  of three Seeker story arcs.
  All for Immortality (Tier 12-15): As long as a character’s 
  level falls within the Tier range, they may play any part of 
  this Seeker arc. A character has no restrictions on playing 
  other adventures in between parts of this Seeker arc as 
  each part is a separate scenario.
  Eyes of the Ten: Characters must start with exactly 33 
  XP and can’t participate in any other adventure until this 
  Seeker arc has been completed.
  Wardens of the Reborn Forge: Characters must start 
  between 33 and 35.5 XP, complete the entire module with 
  the same character, and can’t participate in any other 
  adventure until this Seeker arc has been completed.
  Characters that are 12th level and higher can also 
  play higher-level scenarios, modules, and sanctioned 
  Adventure Paths to reach levels higher than 13. 
  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 
  spellcasting 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.
  ROLEPLAYING GUILD POLICIES
  The Roleplaying Guild is a living campaign, and as such, 
  is constantly evolving. In between versions of this guide, 
  updates to policies may be necessary to keep the organization 
  running smoothly. Any updates are announced in the 
  Monday blog on paizo.com, which is dedicated to all things 
  Pathfinder Society. After each announcement, copies of 
  the new policy will be posted on the website at paizo.com/
  pathfinderSociety/policies. Current policies include the 
  Pathfinder Society Community Behavior Policy, the Retail 
  Incentive policy, and the Convention Support policy.
  IMPLEMENTING CHANGES
  Oftentimes, changes to the campaign, whether through 
  errata, additional resources, or campaign clarifications, 
  
  23
  PATHFINDER SOCIETY ROLEPLAYING GUILD GUIDE
  are made just before a convention or game day comes 
  about. Unfortunately, this occurs most often when 
  members of the Pathfinder Society Roleplaying Guild 
  aren’t able to easily access such information. When this 
  occurs, the member does not have to implement the 
  change until after that convention or game session. GMs 
  should mark any Chronicle sheet earned at that event 
  as ID, for “implementation delay.” Players then have the 
  ensuing time to update their characters to meet current 
  campaign guidelines.
  
  PATHFINDER SOCIETY ROLEPLAYING GUILD GUIDE
  24
  APPENDIX 1: CHARACTER CREATION
  This appendix details the steps for creating a character for 
  the Roleplaying Guild. 
  1. CORE OR STANDARD MODE
  The first step is to decide whether to use Core or Standard 
  character creation rules. In Core mode, you use only the 
  Pathfinder RPG Core Rulebook content and this guide in 
  character creation. It reduces the amount of resources 
  you must own, and provides a simplified version of the 
  campaign by limiting choices. In Standard mode, you can 
  use all products referenced in the Additional Resources 
  document, found at paizo.com/pathfinderSociety/
  additionalResources. 
  2. RACE AND AGE
  Select your character’s race. The choices offered in the Core 
  Rulebook are always available, as are ifrit, kitsune, nagaji, 
  oread, sylph, tengu, undine, and wayang, provided you 
  own a copy of the appropriate source book. Other races are 
  available as campaign boons; the Chronicle sheet in which 
  such a boon is available must be the first Chronicle sheet 
  applied to a character. 
  No matter which race you pick, many options for 
  each race exist beyond those in the Core Rulebook. See 
  Additional Resources for a list of available options for 
  your character’s race.
  Characters must be between the ages of adulthood (see 
  Table 7–1 on page 169 of the Core Rulebook) and venerable 
  (see Table 7–2 on page 169 of the Core Rulebook). 
  3. ABILITY SCORES
  Roleplaying Guild characters purchase their ability scores 
  as detailed on page 15 of the Core Rulebook. Pathfinder 
  Roleplaying Guild is a high-fantasy roleplaying campaign, 
  so you have 20 points to spend on your character’s ability 
  scores. The costs for ability scores are given in Table 1–1 on 
  page 16 of the Core Rulebook. You may not buy a score lower 
  than 7 or higher than 18. Racial modifiers are applied after 
  spending points; as a result of applying such modifiers, 
  you could begin play with ability scores as low as 5 or as 
  high as 20.
  Do not alter your character’s ability scores as a result of 
  her age category.
  4. CLASS
  All Roleplaying Guild characters begin at 1st level. Most 
  classes and archetypes are available, but a few have 
  slight modifications to make them work within the 
  Roleplaying Guild. Classes from the Core Rulebook have 
  the following alterations.
  Cleric: The abilities of clerics with certain domains or 
  who worship Irori are as follows.
  • 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 who worship Irori receive Improved Unarmed 
  Strike as a bonus feat so they can use their deity’s 
  favored weapon (unarmed strike) without provoking 
  attacks of opportunity.
  Druid: Druids with the Nobility domain get the 
  Persuasive feat at 8th level instead of the Leadership feat.
  Wizard: Wizards receive Spell Focus at 1st level instead 
  of Scribe Scroll. Only items listed as always available (see 
  page 19) can be selected as the free bonded object granted 
  to a wizard at 1st level.
  For classes outside the Core Rulebook and for 
  all 
  archetypes, 
  see 
  the 
  Additional 
  Resources 
  document regarding which are legal for play within 
  the Roleplaying Guild, as well as the Campaign 
  Clarifications  document  (paizo.com/pathfinderSociety/
  campaignClarifications) for alterations. 
  Each character begins play with a single favored class 
  of her choosing—typically, this is the same class as the 
  she chooses at 1st level. Whenever a character gains a 
  level in her favored class, she receives either +1 hit point 
  or +1 skill rank. (See page 31 of the Core Rulebook for more 
  information about favored classes.) Some races offer 
  alternate favored class bonuses for certain classes.  
  5. ALIGNMENT
  Select one of the following alignments (Core Rulebook 
  166): chaotic good, chaotic neutral, lawful good, lawful 
  neutral, neutral good, or neutral. Players may not play evil 
  characters. When choosing an alignment, be sure it satisfies 
  any alignment requirements for your character’s class.
  6. RELIGION
  Characters can worship any deity listed in the table of 
  gods in the Core Rulebook, Pathfinder Campaign Setting: The 
  Inner Sea World Guide, Pathfinder Campaign Setting: Gods 
  and Magic, or any other source listed in the Additional 
  Resources document. 
  Characters with any number of levels in any of these 
  classes must select a deity.
  • Clerics, inquisitors, paladins, and warpriests.
  • Cavaliers and samurai who belong to the order of 
  the star.
  • Any character who chooses a feat or trait tied to a 
  religion or deity.
  • Any character who chooses a class archetype or prestige 
  class that specifies a deity in its prerequisites.
  This list is not exhaustive, and the Additional Resources 
  document is updated with new classes, archetypes, 
  
  25
  PATHFINDER SOCIETY ROLEPLAYING GUILD GUIDE
  and so on that require the worship of a deity as new 
  Pathfinder RPG sources become available. As a general 
  guideline, if a character receives any mechanical benefit 
  connected to a deity, that character must worship the 
  appropriate deity. 
  Characters who do not receive powers from a divine 
  source may worship a deity, be agnostic, or worship no 
  deities at all.
  Regardless of class, each character must have an 
  alignment within one step of her deity’s alignment. 
  For characters who can channel energy, their deity’s 
  alignment determines whether they can channel positive 
  or negative energy—those who worship good deities 
  channel positive energy, while those who worship evil 
  deities channel negative energy. If a character worships 
  a neutral deity, the character’s player chooses which 
  energy type her character channels. Once chosen, the 
  type remains the same for the rest of the character’s time 
  in the campaign. 
  7. LANGUAGES
  Characters gain some languages based on their race, 
  ethnicity, and homeland, but might speak additional 
  languages depending on their Intelligence or class.
  Racial Languages
  Characters gain certain languages automatically based 
  on their race.
  Human: Humans can speak Common, as well as 
  any other modern human language associated with 
  their ethnicity. These languages and their associated 
  ethnicities are as follows.
  • Common (Chelish and Taldan)
  • Hallit (Kellid)
  • Kelish (Kelishite)
  • Osiriani (Garundi)
  • Polyglot (Mwangi)
  • Shoanti (Shoanti)
  • Skald (Ulfen)
  • Tien (Tian)
  • Varisian (Varisian)
  Half-Human: 
  Half-human 
  characters 
  (aasimars, 
  ganzi, half-elves, half-orcs, ifrits, oreads, sulis, sylphs, 
  tieflings, and undines) can choose a modern human 
  language instead of the language of their nonhuman 
  heritage. If they do not normally start with a language 
  associated with their nonhuman heritage, they may still 
  choose a modern human language.
  Kitsune, Nagaji, Tengu, or Wayang: Kitsune, nagaji, 
  tengu, and wayang characters who are from Tian 
  Xia rather than Avistan or Garund can automatically 
  speak both Tien and Common in addition to their 
  racial languages. 
  Bonus Languages
  A character with a high Intelligence score can select bonus 
  languages from the list of modern human languages 
  above, the bonus languages listed in the source for the 
  character’s race, and Shadowtongue.
  Druidic
  All druids speak Druidic as a free language (it does not 
  count against their maximum number of languages 
  known). Druidic is available only to druids.
  8. SKILLS
  Each class grants a certain number of skill ranks at 
  each level to invest in skills. Characters with a high 
  Intelligence score also receive bonus skill ranks (Core 
  Rulebook 17). Review Chapter 4 of the Core Rulebook for 
  the details of how to assign skill ranks and the benefits 
  they grant.
  Whenever a character invests a skill rank in Linguistics, 
  she may choose a language from the Linguistics skill 
  entry, any modern human language from the Languages 
  section above, or any of the following ancient languages.
  • Ancient Osiriani
  • Azlanti
  • Cyclops
  • Jistka
  • Tekritanin
  • Thassilonian
  Ranks assigned to Craft skills are used only to perform 
  Day Job checks, not to craft mundane items, with the 
  following exceptions.
  • Alchemists can use Craft (alchemy).
  • Gunslingers can use Craft (gunsmithing).
  • Investigators can use Craft (gunsmithing).
  9. FEATS
  Each class grants characters feats as they advance in 
  level—see individual class entries and Chapter 5 of the 
  Core Rulebook for further details. However, the following 
  feats from the Core Rulebook are not allowed.
  • All item creation feats
  • Leadership
  For all other sources, reference the Additional 
  Resources document regarding which feats are available 
  for your character. While your character can take feats that 
  enhance mundane Craft skills, unless noted otherwise in 
  the Additional Resources document, your character can't 
  craft items.
  10. FACTION
  Your character belongs to one of seven factions 
  (pregenerated iconic characters are members of the 
  Grand Lodge faction). Detailed descriptions of all the 
  
  PATHFINDER SOCIETY ROLEPLAYING GUILD GUIDE
  26
  A character can have only one trait from each category 
  (or subcategory, in the case of basic traits). You can take an 
  appropriate faction trait (listed in Appendix 2: Factions) 
  as a campaign trait. 
  12. HIT POINTS
  Follow the steps below to determine your hit points at 
  each level. 
  1. Determine the correct Hit Die for the class taken at 
  that level from the class entry in the appropriate 
  Pathfinder RPG rulebook.
  2. Consult the table below to find the appropriate value 
  for that die. A 1st-level Roleplaying Guild character 
  gains the number of hit points listed in the Hit Points 
  at 1st Level column for her class—this is the maximum 
  value on the class’s hit die. For all subsequent levels 
  (including when gaining 1st level in another class), the 
  character gains the number of hit points listed for the 
  new class in the Hit Points at Level 2+ column of the 
  table below.
  3. Add any modifiers, such as the Constitution modifier, 
  favored class bonuses, bonuses from feats, etc. to the 
  value shown in the table. 
   Hit Die 
  Hit Points at 1st Level 
  Hit Points at Level 2+
   d6 
  6 
  4
   d8 
  8 
  5
   d10 
  10 
  6
   d12 
  12 
  7
  13. STARTING WEALTH
  All characters in Pathfinder Society Roleplaying Guild 
  begin with 150 gold pieces. See Chapter 4 for rules 
  regarding purchases.
  14. FINISHING TOUCHES
  Now it’s time to fine-tune the details of your character’s 
  appearance and background. Make a few notes on 
  how your character appears to others that you can 
  use to introduce your character at the table. Read 
  through Appendix 3: The World of the Pathfinder 
  Society for information on the campaign setting and 
  consider incorporating that information into your 
  character’s background. 
  The Pathfinder Roleplaying Game uses a standard 1-inch 
  grid to determine movement and tactical positioning in 
  combat. Choose a physical representation of your character 
  to use on the grid. Paizo works with Reaper Miniatures and 
  WizKids to offer a wide variety of gaming miniatures—
  metal and plastic, painted and unpainted—to help you 
  find just the right figure for your character.
  factions, as well as benefits of membership and faction 
  goals, can be found in Appendix 2: Factions. 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 
  trade and economic advantages through a wide range 
  of channels, calling upon both respectable business 
  people and occasional underhanded contacts to further 
  their goals.
  Grand Lodge: Holding themselves above the petty 
  squabbles of non-Pathfinders, this faction maintains the 
  strongest allegiance to the Pathfinder Society, throwing 
  their energy into the Society’s core efforts of exploration 
  and reporting.
  Liberty’s Edge: Members of this faction seek to plant 
  the seeds of liberty across Golarion. They often infiltrate 
  oppressive 
  nations 
  and 
  organizations, 
  recruiting 
  dissidents, freedom fighters, and revolutionaries among 
  the oppressed. They perform acts of both diplomacy and 
  sabotage while carrying out their duties, and should be 
  willing to bend the law and even employ questionable 
  techniques to oppose tyranny.
  Scarab Sages: Members of the Scarab Sages seek the 
  lost sage jewels and worthy scholars to inherit the power 
  of these specially prepared gems. They believe that once 
  the gems are reunited, the sages can secure ancient 
  secrets and disseminate that lore to modern innovators, 
  sparking a new golden age of thought and technology.
  Silver Crusade: Composed largely of paladins, clerics, 
  and other servants of good-aligned gods, the Silver 
  Crusade seeks to use the Society’s resources to further the 
  cause of good in the world. Its members oppose factions 
  that would drag the Society’s reputation through the 
  mud in search of glory, and strive constantly to elevate 
  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 excellence, progress, and ambition. In 
  doing so, agents may be required to engage in both subtly 
  inspiring and espionage actions. 
  11. TRAITS
  Roleplaying Guild 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 Pathfinder RPG Advanced Player’s Guide or online in 
  the free Character Traits Web Enhancement at paizo.com/
  download/pathfinder/CharacterTraits.zip.
  
  27
  PATHFINDER SOCIETY ROLEPLAYING GUILD GUIDE
  APPENDIX 2: FACTIONS
  Over the years, factions have formed within the Pathfinder 
  Society. Each seeks to use the considerable power and 
  influence of the Pathfinder Society to advance its own 
  goals and agendas. While every Pathfinder’s primary 
  responsibilities are to explore, report, and cooperate, 
  factions actively recruit agents to carry out additional 
  tasks while performing their Pathfinder duties. In 
  return, the faction exerts its influence to reward members 
  who further its agenda. While no faction will tolerate 
  Pathfinders sabotaging Society missions or other agents’ 
  activities, factions encourage their representatives to 
  keep their tasks and information to themselves, as not all 
  faction goals are compatible.
  The following pages describe the factions, their 
  general objectives, their goals for the current season, and 
  traits that members of the faction may choose during 
  character creation. There are no restrictions on what 
  factions characters can belong to, but the typical tasks set 
  by a faction may be harder for characters of some classes 
  to achieve. Iconic pregenerated characters belong to the 
  Grand Lodge faction.
  FACTION JOURNAL CARDS
  To represent the faction’s presence in the Society, 
  each has a Faction Journal Card. Each card details the 
  faction’s goals, the rewards for assisting the faction, 
  and a list of objectives that they can achieve during 
  play. Use of the cards is optional for each character. 
  Season 8 Faction Journal Cards and detailed instructions 
  for fulfilling faction goals are available online at 
  paizo.com/products/btpy9dgw. 
  FACTION PINS
  Show your support of your favorite faction. Pins 
  of each faction symbol are available online at 
  paizo.com/pathfinder/apparelGifts/pins. Wearing a pin 
  that corresponds to the faction of the character you are 
  playing confers the following benefit: once per session, 
  you can add 1 to a skill check. If you apply this benefit to 
  one of your faction’s favored skills (see below), you can 
  instead roll 1d4 and add the result to a skill check. For this 
  roll, you also treat the faction’s favored skill as if you were 
  trained in it, even if you don’t have a rank in the skill.
  Favored Skills
  The favored skill for each faction is listed below.
  Dark Archive: Knowledge (arcana), Linguistics, and 
  Use Magic Device.
  The Exchange: Appraise, Intimidate, and Knowledge 
  (local).
  Grand Lodge: Diplomacy, Knowledge (history), and 
  Survival.
  Liberty’s Edge: Disable Device, Escape Artist, and 
  Perform (any).
  Scarab Sages: Knowledge (any).
  Silver Crusade: Heal, Knowledge (religion), and Sense 
  Motive.
  Sovereign Court: Bluff, Disguise, and Knowledge 
  (nobility).
  CHANGING YOUR FACTION
  If you ever become disillusioned with your faction, 
  you may join a different one. This costs a number of 
  Prestige Points (not Fame) equal to 3 × your character 
  level. Payment of Prestige Points to change factions 
  does not alter your Fame score. Characters who change 
  their factions retain their faction traits but lose faction-
  specific Prestige Awards. 
  At the beginning of Season 6, several factions changed 
  from nation-based to ideal-based factions. If you have not 
  played a character since that change, you must choose a 
  new, legal faction the next time you play that character.
  Factions are sometimes retired in special scenarios 
  designed to wrap up the factions’ stories. Any characters 
  affected by faction retirement can retain any faction-
  based benefits but can't purchase new items specific to 
  the retired faction. Such characters must choose a new 
  faction at no cost prior to receiving credit for any further 
  scenarios. GM credit can be applied to any character that 
  belonged to the retired faction, regardless of level. Faction 
  retirement is the only instance the tier requirement isn't 
  relevant to the rules stating which characters GMs can 
  apply credit to (see Game Master Rewards on page 16).
  For players participating in scenarios in which the GM 
  uses faction mission handouts, assign the missions to the 
  members of the current factions as detailed below.
  Andoran Faction: Assign these missions to members of 
  Liberty’s Edge.
  Cheliax Faction: Assign these missions to members of 
  the Dark Archive.
  Osirion Faction: Assign these missions to members of 
  the Scarab Sages.
  Qadira Faction: Assign these missions to members of 
  the Exchange.
  Taldor Faction: Assign these missions to members of 
  the Sovereign Court.
  DARK ARCHIVE
  For centuries the Pathfinder Society has accumulated 
  powerful artifacts and evil relics deemed too dangerous 
  to handle. It boxed up and stored these away in a series 
  of vaults underground, intending 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 
  
  PATHFINDER SOCIETY ROLEPLAYING GUILD GUIDE
  28
  their properties—and possibly their applications for the 
  Society’s (or the faction’s) future benefit.
  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.
  Faction Leader: Paracountess Zarta Dralneen, formerly 
  of Cheliax, who now resides in Absalom.
  Motto: In Darkness Lies Enlightenment.
  Objectives: 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 to learn their techniques—or steal these 
  secrets as the situation dictates.
  Season 8 Goals: Expand on the Dark Archive’s 
  understanding of the Elemental Planes and the power one 
  might draw from them. Zarta Dralneen has pioneered a 
  ritual to study and siphon these energies, which can be 
  carried out once her agents have placed arcane foci where 
  the elemental forces are the strongest.
  Dark Archive Traits 
  Members of the Dark Archive faction can take one of the 
  following faction 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 is a class skill 
  for you.
  Devil’s Mark: You bear the stain of a higher fiend upon 
  you, and any evil creature that 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 obtain information from 
  tomes. You gain a +1 bonus on Linguistics and Profession 
  (librarian) checks, and one of these skills (your choice) is 
  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 highly complicated discipline. Once 
  per day, when casting a spell of the conjuration school, 
  treat your caster level as 2 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, as an immediate action, you 
  can 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 business people when honesty 
  is best, but not flinching if it must employ the occasional 
  underhanded technique to break an enemy monopoly. 
  Faction 
  Leaders: 
  Trade-Prince 
  Aaqir 
  al’Hakam, 
  advised by Guaril Karela.
  Motto: Dominance through Trade.
  Objectives: Although the Exchange is small compared 
  to many other trade organizations in the Inner Sea 
  region, the faction aims to build an extensive commercial 
  network that allows it to deliver nearly any kind of goods 
  to any location—for a price. Undermine or acquire rival 
  monopolies while allying with powerful producers, 
  merchants, and contacts to further grow the business.
  Season 8 Goals: Pioneer new markets and establish 
  contacts beyond the Material Plane. No doubt planar 
  metropolises already boast strong trade networks, so 
  use wit, acumen, and potentially underhanded tactics to 
  carve out a mercantile foothold. 
  The Exchange Traits 
  Members of the Exchange faction can take one of the 
  following faction 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 heritage. You gain a +1 trait bonus on Disable 
  Device and Sleight of Hand checks, and one of these skills 
  (your choice) is 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 
  can pay 10% less than a character without this trait would 
  need to in order to garner 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 trait 
  bonus on Sleight of Hand checks to hide an object, and 
  Sleight of Hand is a class skill for you.
  Tireless: You have become well-accustomed to 
  working long hours and weathering difficult conditions 
  to get the job done at almost any cost. You gain a +2 trait 
  bonus on any Constitution checks to resist nonlethal 
  damage from swimming, forced marches, starvation, 
  
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  PATHFINDER SOCIETY ROLEPLAYING GUILD GUIDE
  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) is a class skill for you.
  GRAND LODGE
  Members of the Pathfinder Society consider the Grand 
  Lodge in Absalom a second home, regardless of their 
  national origin. Many Pathfinders have spent years 
  training within the Grand Lodge’s walls, and those 
  agents who reject distractions from outside political or 
  religious factions are the pride of the Grand Lodge. Often, 
  Pathfinders who acquire lost knowledge and forgotten 
  treasures benefit directly from their discoveries, and 
  consider the Decemvirate’s orders to be advice on how to 
  maximize their own success. 
  Faction Leader: Venture-Captain Ambrus Valsin.
  Motto: Loyalty to the Decemvirate Above All.
  Objectives: 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 and 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.
  Season 8 Goals: Investigate the means by which the 
  Society might release a powerful, benevolent outsider, 
  and secure the means to set it free. Repel any rival 
  organizations attempting to thwart the Society.
  Grand Lodge Traits 
  Members of the Grand Lodge faction can take one of the 
  following faction 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 with the chosen skill, and the chosen skill 
  is 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: 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 with the chosen skill, and the chosen skill is a 
  class skill for you.
  Proper Training: Your time training 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 with the chosen skill, and 
  the chosen skill is 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 past century has ushered in a series of rebellions 
  that founded revolutionary nations like Andoran and 
  Galt. The Liberty’s Edge faction hopes to see all forms of 
  tyranny and corruption wiped from the Inner Sea region. 
  A Liberty’s Edge operative seeks to spread freedom’s ideals 
  wherever he goes, which may mean bending oppressive 
  laws. The faction now seeks to expand its message of hope 
  and freedom to the Elemental Planes.
  Faction Leader: Major Colson Maldris.
  Motto: In Pursuit of True Liberty.
  Objectives: 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 oppose 
  tyranny in order to plant the seeds of liberty, even if 
  doing so requires employing questionable techniques.
  Season 8 Goal: Extend the message of freedom beyond 
  the Material Plane, especially to societies with millennia-
  old traditions of slavery and subjugation. 
  Liberty’s Edge Traits  
  Members of the Liberty’s Edge faction can take one of the 
  following faction traits at character creation or by taking 
  the Additional Traits feat.
  Captain’s Blade: You were born aboard a ship and 
  learned to fight beside the sailing men and women of 
  Andoran’s Gray Corsairs. 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) is 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 
  
  PATHFINDER SOCIETY ROLEPLAYING GUILD GUIDE
  30
  on Stealth checks and a +1 trait bonus on attack rolls 
  during surprise rounds.
  Indomitable: Your strong, self-reliant swagger makes 
  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 adept at expressing your 
  beliefs in a way that resonates with others. Perform (act, 
  comedy, oratory, or sing) is a 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. You gain a +1 bonus on Sense Motive 
  checks, and that skill is a class skill for you.
  SCARAB SAGES
  Osirion is among the oldest nations, yet its greatness has 
  waxed and waned over the ages. Recently, two scholars 
  have revived the Jeweled Sages, an organization dedicated 
  to recapturing Osirion’s lost glory and disseminating 
  forgotten knowledge to bring about a new golden age in 
  the Inner Sea region. Rebuilding the order depends on 
  recovering more of the original sage jewels, recruiting 
  extraordinary individuals to serve as new sages, and 
  tapping into the elemental forces that ancient societies 
  wielded to create their lost kingdoms.
  Faction Leader: The Diamond Sage Tahonikepsu, 
  advised by the Sapphire Sage Amenopheus.
   Motto: Unlock the Wisdom of the Past for a Brighter 
  Future.
  Objectives: 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.
  Season 8 Goals: Explore sites constructed with 
  the assistance of elementals, and learn the past and 
  present relationships between any mortal dynasties and 
  elemental servitors. 
  Scarab Sages Traits  
  Members of the Scarab Sages faction can take one of the 
  following faction traits at character creation or by taking 
  the Additional Traits feat.
  Ancient Historian: You are well acquainted with the 
  lore of fallen empires. Choose either Knowledge (history) 
  or Linguistics. That skill is a class skill for you, and you 
  begin play able to speak and read one of the following 
  languages: Ancient Osiriani, Azlanti, Cyclops, Jistka, 
  Tekritanin, or Thassilonian.
  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 
  an action against them, as per hide from undead. The 
  protection lasts 1 round for every 2 character levels you 
  have (minimum of 1 round). If you take any offensive 
  action against any undead, this effect immediately ends. 
  This is a supernatural ability.
  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 your Combat 
  Maneuver Defense 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 can gain a +2 trait 
  bonus on any single Knowledge check. Additionally, 
  choose one Knowledge skill. This skill is now a class skill 
  for you.
  Tomb Raider: You’ve spent most of your life exploring 
  the ancient tombs and catacombs of Scarab Sages. 
  You gain a +1 bonus on Perception and Knowledge 
  (dungeoneering) checks, and one of these skills (your 
  choice) is a class skill for you.
  SILVER CRUSADE
  An influential group of Pathfinder clerics, paladins, 
  and servants of good-aligned deities has assembled in a 
  valiant effort to use the Society’s influence and resources 
  to do good throughout the Inner Sea region and beyond. 
  A crusade in name only, the faction models itself after 
  the staunchly virtuous silver dragons by delivering aid, 
  vanquishing evil, and leaving the indelible mark of good 
  wherever its members go. Four tyrants have long ruled 
  the Elemental Planes, and Ollysta Zadrian intends to 
  shine the light of purity into these darkened realms.
  Faction Leader: Ollysta Zadrian.
  Motto: Use the Society for Good.
  Objectives: Members of this faction seek 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.
  Season 8 Goals: For ages, four evil elemental lords have 
  ruled the Elemental Planes without mercy. Defy them, 
  
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  PATHFINDER SOCIETY ROLEPLAYING GUILD GUIDE
  spread hope, and support the forces of good that would 
  restore balance to these planes.
  Silver Crusade Traits
  Members of the Silver Crusade faction can take one of the 
  following faction 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 creature. If the creature 
  is not evil, 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 
  any 1s that appear on the dice. You must accept the new 
  rolls, even if they result in 1s.
  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) is a class skill 
  for you.
  Force for Good: Your good-aligned spells are especially 
  powerful, and they function as if your caster level were 1 
  higher. This trait makes your aura more powerful (one 
  step higher), as outlined in detect evil.
  Unorthodox Strategy: You are particularly quick on 
  your feet, and gain a +2 trait bonus on Acrobatics checks 
  to move through an enemy’s threatened squares.
  SOVEREIGN COURT
  Through techniques such as diplomacy, intrigue, 
  deception, and the occasional act of sabotage, the 
  Sovereign Court aims to unite the nobles of the Inner 
  Sea, and eventually forge a new, glorious empire. Many 
  monarchs would view the Sovereign Court as a rival, if 
  not a criminal operation, so it is important that agents 
  avoid publicizing the faction’s existence and goals except 
  when dealing with potential recruits. Now that the 
  organization has reached a critical mass, Lady Gloriana 
  Morilla is accumulating magical and financial favors for 
  an ambitious initiative.
  Faction Leader: Lady Gloriana Morilla.
  Motto: Nobility United for a Common Cause.
  Objectives: 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.
  Season 8 Goal: Seek allies beyond the Material Plane—
  especially those potential collaborators who can help 
  finance or magically support the Sovereign Court’s fast-
  growing ambitions.
  Sovereign Court Traits
  Members of the Sovereign Court faction can take one of 
  the following faction traits at character creation or by 
  taking the Additional Traits feat.
  Expert Duelist: Throughout 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 against 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. As 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) is 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 can 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 can 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 DCs of Intimidate checks to demoralize you increase 
  by 3.
  
  PATHFINDER SOCIETY ROLEPLAYING GUILD GUIDE
  32
  APPENDIX 3: THE WORLD OF THE 
  PATHFINDER SOCIETY
  This appendix details the origins and mission of the 
  Pathfinder Society and introduces the campaign world in 
  which the Roleplaying Guild’s adventures are set.
  THE PATHFINDER SOCIETY 
  The Pathfinder Society was founded over 400 years ago, 
  and its members include explorers, historians, tomb 
  raiders, and treasure hunters. Pathfinder history is rife 
  with stories of adventurers 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 sands in search of 
  buried tombs and monuments of bygone ages.
  Most Pathfinders are based out of regional headquarters 
  called Pathfinder lodges, which dot the globe. Each lodge 
  is home to a venture-captain and that officer’s staff, 
  who provide direction and support for field agents and 
  manage the day-to-day operations of the Society. The 
  Grand Lodge of Absalom stands alone among its fellows. 
  Unlike lesser lodges in towns throughout the Inner 
  Sea, which often mask their purpose behind facades of 
  commerce or domesticity, the Grand Lodge wears its 
  affiliation proudly. The emblem of the Society, known as 
  the Glyph of the Open Road, blazes above the gate of its 
  sheer-walled redoubt at the heart of Absalom. The wall 
  encircles seven sturdy fortresses that date back to the 
  city’s founding, 
  The Grand Lodge of Absalom hosts the Decemvirate, 
  an inner circle of 10 experienced Pathfinders who guide 
  the Society’s activities. The Grand Lodge also houses 
  the bulk of the Society’s treasures and a repository for 
  its legends.
  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 encapsulated in the 
  Society’s motto: Explore, report, cooperate.
  Explore: Pathfinders are expected to further the 
  knowledge and reputation of the Society by unearthing 
  forbidden secrets and lost ruins, traveling widely, and 
  piecing together the history of the world.
  Report: Pathfinders are expected to keep detailed 
  journals, maps, and accounts of their exploits. At the 
  conclusion of a mission, each agent sends a copy of his 
  notes to his venture-captain superior.  Accounts of 
  especially noteworthy exploits make their way to the 
  Decemvirate, the members of which compile the best 
  tales into irregularly published editions of the Pathfinder 
  Chronicles. These chronicles are in turn returned to the 
  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 house a Dark Archive fiend-summoner, a Silver 
  Crusade paladin, an antiquities-obsessed Scarab Sages 
  necromancer, and a friendly Sovereign Court raconteur. 
  Pathfinder agents, no matter which of the 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.
  For more information on the Pathfinder Society, you 
  should check out Pathfinder Campaign Setting: Pathfinder 
  Society Field Guide, Pathfinder Campaign Setting: Seekers of 
  Secrets, and Pathfinder Player Companion: Pathfinder Society 
  Primer, which 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 in the campaign’s 
  primary organization.
  THE WIDER WORLD
  The teeming metropolis of Absalom, on the Isle of 
  Kortos, is one of the largest and wealthiest cities in the 
  known world—and one of its most famous. According 
  to myth, the Living God Aroden raised an artifact of 
  unimaginable power called the Starstone—and with it, 
  the Isle of Kortos—from the ocean depths, and ascended 
  to divinity in the process. The city of Absalom grew 
  up around Starstone’s resting place, and this artifact is 
  currently enshrined in a cathedral at the heart of the city. 
  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 confluence of mercantile, strategic, and religious 
  influence in Absalom is the source of its title: “City at the 
  Center of the World.” 
  Over the centuries since Absalom’s founding, nobles, 
  merchants, and adventurers from the lands ringing the 
  Inner Sea—which now constitute Andoran, Cheliax, 
  Osirion, Qadira, Rahadoum, Taldor, and Thuvia—
  settled in the city. Its culture now 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 and beyond 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. 
  
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  PATHFINDER SOCIETY ROLEPLAYING GUILD GUIDE
  Surrounding Absalom and the Isle of Kortos are the 
  continent of Avistan to the north and the continent of 
  Garund to the south.  The Avistani nations of Taldor and 
  Qadira border the sea to the east. Farther east of Qadira 
  lie the continents of Casmaron and Vudra.  The continent 
  of Tian Xia lies far across Golarion from Avistan, and 
  is reached from there by trekking across the Crown of 
  the World. Past the Arcadian Ocean, west of Garund 
  and Avistan, lie Arcadia and the shattered remains 
  of the continent of Azlant. Far to the east and south, 
  in little-explored oceans, lays the smallest continent, 
  Sarusan. Together, these lands make up the world of 
  Golarion, third planet from the sun and the home of the 
  Pathfinder RPG.
  Explore more of Absalom, the Inner Sea, and beyond 
  in Pathfinder Player Companion: The Inner Sea Primer and 
  Pathfinder Campaign Setting: The Inner Sea World Guide. For 
  information on Absalom, the Pathfinder Society Field Guide 
  features a brief overview of the city’s districts, presenting 
  general information any Pathfinder might know. Consult 
  the Pathfinder Campaign Setting: Guide to Absalom for more 
  information on the city’s history, inhabitants, and locales.
  
  PATHFINDER SOCIETY ROLEPLAYING GUILD GUIDE
  34
  APPENDIX 4: AFTER THE ADVENTURE
  To complete a Chronicle sheet, follow the steps below. 
  STEP 1: CAMPAIGN MODE
  When completing Chronicle sheets for a Core Campaign 
  adventure, write or stamp “Core” at the top of each 
  Chronicle sheet to verify that the adventure was run 
  using Core Campaign rules.
  Also mark the Reporting Sheet for ease of reporting 
  games on paizo.com.
  STEP 2: ADVANCEMENT SPEED
  Roleplaying Guild players can choose between two 
  different advancement speeds for their characters to 
  customize their playing experience. Players can use slow 
  advancement for their older characters to allow new 
  players (playing on the standard advancement track) to 
  catch up. The choice of advancement speed is made at the 
  beginning of every adventure. 
  Standard Advancement: For every adventure that your 
  character successfully completes, you receive full XP, 
  gold piece, and Prestige Point awards.
  Slow Advancement: For every adventure that your 
  character successfully completes, you receive half the XP, 
  gold piece, and Prestige Point awards.
  Regardless of whether you choose standard or slow 
  advancement, you will receive full Downtime awards. 
  The choice of advancement is personal to your character, 
  so it is entirely possible to have characters in the same 
  adventuring party advancing at different rates. You can’t 
  continue to play your character at the lower level once he 
  has earned enough XP to gain a level.
  STEP 3: EXPERIENCE POINTS (XP) 
  Each time you play an adventure, your character will 
  receive experience points (XP). Typically, you gain 1 XP 
  for a completing Pathfinder Society scenario or 3 XP 
  for completing a sanctioned module or Adventure Path. 
  Characters advance 1 level for every 3 XP they earn, 
  regardless of advancement track. 
  STEP 4: FAME AND PRESTIGE
  In each adventure, characters have the opportunity to 
  earn Prestige Points. Fame is the total number of Prestige 
  Points earned by a character over time. Prestige success 
  conditions are located at the end of the adventure for 
  Season 5 and later and in the secondary success conditions 
  document at paizo.com/products/btpy928k.
  Scenarios earn up to 2 Prestige Points, one per success 
  condition achieved. Free RPG Day modules earn 1 
  Prestige Point, due to their length. Sanctioned modules 
  and Adventures Paths earn 4 Prestige Points. 
  Track 
  earned 
  and 
  spent 
  Prestige 
  Points 
  and 
  accumulated Fame in the spaces on the right-hand side 
  of the Chronicle sheet. Chronicle sheets from older 
  adventures don’t have a space for Fame. In these cases, list 
  both Prestige Points and Fame in the same box separated 
  by a slash (i.e., 4/16).
  STEP 5: DOWNTIME
  Not every Pathfinder works for the Society full time. 
  Some are trained artisans, professionals, or performers 
  and earn extra gold between missions. After each 
  adventure that grants XP, you gain a period of Downtime 
  before your next mission. During Downtime, 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. At the end of each adventure in the 
  Roleplaying Guild, you have the opportunity to make 
  one Day Job check. Certain vanities (Pathfinder Campaign 
  Setting: Pathfinder Society Field Guide 60 and Pathfinder 
  Player Companion: Pathfinder Society Primer 28) 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. 
  Permanent bonuses from the following list affect your 
  Day Job check as they would any check for the rolled skill. 
  Temporary bonuses from sources other than crafter’s 
  fortune do not affect Day Job checks.
  • Equipment
  • Feats
  • Racial bonuses
  • Class features
  • Traits 
  • Familiar bonuses
  • Crafter’s fortune spell
  You can take 10 on a Day Job check, but you may not take 
  20 or use the aid another action. In order to determine 
  how much gold you make as a result of a Day Job check, 
  consult the table below. Add this amount to the Day Job 
  box on your Chronicle sheet. 
   
  Day Job Check 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
  There are additional ways to spend Downtime, many 
  of which are performed in place of a Day Job check. 
  
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  PATHFINDER SOCIETY ROLEPLAYING GUILD GUIDE
  These may include special boons that are earned during 
  an adventure.
  STEP 6: SPOILS OF WAR 
  Pathfinder Society Roleplaying Guild play is unlike a 
  standard roleplaying experience. Instead of dividing up 
  treasure among the party, every Pathfinder has access 
  to any piece of loot available in an adventure. Every 
  Chronicle sheet lists all of the loot that can be found 
  during the adventure, with the exception of minor items 
  available to every 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. 
  If two players in the party want an item, they both can 
  purchase their own. Items not discovered in play are 
  crossed off by the GM. In addition, every player who 
  completes a scenario receives a set amount of gold for 
  the scenario that she can spend to acquire items from 
  sources listed found at paizo.com/pathfinderSociety/
  additionalResources. 
  Purchasing Guidelines
  Use the following guidelines when making purchases 
  between adventures.
  • You can save up gold and purchase items during or 
  after another adventure. 
  • Every item listed on any of your Chronicle sheets are 
  always available for purchase.
  • When a Chronicle sheet lists a purchase limit for 
  an item, you can never purchase more of that item 
  throughout the life of your character than the amount 
  listed. You can add quantities of the same item found 
  on different Chronicle sheets toward that item’s 
  purchase limit.
  • In a circumstance where crafting is allowed and 
  used to craft an item with a purchase limit, reduce 
  the listed purchase limit amount every time your 
  character chooses to craft the item.
  • Characters can buy resized weapons and equipment 
  from 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 buy a Small +1 frost longsword.
  • Characters purchasing equipment at sizes other 
  than Small and Medium must adjust the prices per 
  the existing weapon size rules (Pathfinder RPG Core 
  Rulebook 141). Unless an item on a Chronicle sheet 
  lists a different size, it can only be purchased as a 
  Small or Medium item.
  • The GM running the adventure must be present in 
  order for you to purchase items. This can be done 
  before, during, or after the adventure. All transactions 
  that occur must be recorded on the character’s 
  Inventory Tracking Sheet and the total cost reflected 
  on the Chronicle sheet.
  • Characters are assumed to have enough containers to 
  hold items found or, in the case of urban adventures, 
  access to markets to sell goods.
  You can use any item that you find during the 
  adventure for free until the end of the adventure, but 
  you must purchase the item when the adventure is over 
  in order for your character to be able to continue to use 
  the item. Items used during adventures remain the size 
  they are and may not be resized unless purchased. Items 
  consumed or destroyed for any reason are not crossed 
  off on the Chronicle sheet. Items given to NPCs or that 
  are used as spell components are crossed off.
  See page 19 of Chapter 4 for more information on 
  purchasing items.
  ADDENDUM: CHARACTER REVISION
  Level 1 characters may be rebuilt per the rules in 
  Appendix 1: Character Creation. This is not a necessary 
  step to completing a Chronicle sheet after an adventure, 
  but a Chronicle sheet is required in order to confirm 
  the changes. The same is true for retraining, as 
  described below.
  Retraining: After 1st level, if you own a copy of 
  Pathfinder RPG Ultimate Campaign, you can use the 
  retraining rules beginning on page 188 to alter 
  your character. All changes must be tracked on your 
  Chronicle sheets or Inventory Tracking Sheets, made in 
  the presence of a Roleplaying Guild GM, and initialed 
  by the observing GM. The GM can audit your character 
  before allowing changes, so bring your character sheet 
  and all Chronicle sheets to the GM. Retraining may be 
  limited by time constraints. When retraining, players 
  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 adventures is 
  undefined.
  
  PATHFINDER SOCIETY ROLEPLAYING GUILD GUIDE
  36
  APPENDIX 5: PLAYER REWARDS
  In addition to boons gained by participating in Pathfinder 
  Society Roleplaying Guild sessions, players can earn 
  additional rewards.
  BOONS
  Boons are small in-game rewards given for a variety of 
  different occurrences, including attendance at events, 
  holidays, supporting charities, and reading novels.
  Convention: You can’t assign multiple copies of a 
  convention 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 the same boon. 
  Holiday: You must participate in a Roleplaying Guild 
  session in order to attach the holiday boon to one of your 
  characters. You receive only one copy of the boon, but can 
  assign it to any one of your characters during the dates 
  specified on the boon. It doesn’t have to be the character 
  you played during that session. 
  Pathfinder Tales: To encourage reading of Pathfinder 
  Tales novels, which provide rich glimpses into the world 
  of Golarion, many of the books allow players access to 
  one single-use boon. Players can access each boon 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 a GM has initialed that box, you do not need to 
  continue bringing the novel to use the boon. Once all 
  four boxes have been initialed, the player can 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 can choose to apply the boon to 
  any character. As a result, the player doesn’t 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. 
  Quests: For Quests, the boon must be applied to the 
  character played. If your character dies in a Quest that 
  grants 0 XP, the Chronicle sheet can be applied to the 
  character, but cross off the boon. The death condition is 
  not permanent for such Quests. This is an exception to 
  the normal death rules (see page 19).
  FACTION PINS
  Refer to Appendix 2: Factions for more information on 
  these pins and their meaning and function.
  REROLLS
  As a way of rewarding players who show their support 
  for the Pathfinder Society Organized Play campaign by 
  purchasing and using items featuring campaign insignia, 
  faction logos, or Pathfinder branding, a player utilizing 
  any of the items on paizo.com/pathfindersociety/rerolls 
  can reroll one d20 roll during the course of that scenario. 
  Recognize that this reroll must happen before the 
  original result is determined and the player must use the 
  reroll result, even if the result is lower. Game Masters 
  are also invited to wear Pathfinder Society Organized 
  Play shirts, but gain no additional benefits other than 
  supporting Pathfinder. 
  
  37
  PATHFINDER SOCIETY ROLEPLAYING GUILD GUIDE
  APPENDIX 6: PATHFINDER SOCIETY 
  VOLUNTEER COORDINATORS
  With over 65,000 players spread across the globe, the 
  Pathfinder Society Roleplaying Guild would not be a 
  success without the assistance of volunteer regional 
  coordinators known as Venture-Officers. The top 
  level, regional Venture-Coordinators, look after large 
  geographical areas. Under them are Venture-Captains, 
  responsible for countries, states, or large metropolitan 
  areas. Their right hands, the Venture-Lieutenants, assist 
  in the coordination efforts. The lowest level, Venture-
  Agents, coordinate activities in one location.
  Anyone may join the volunteer team. A list of 
  recommended duties and benefits of each position can be 
  found at paizo.com/coordinators/volunteer. If you read it 
  over and are interested, contact a Venture-Officer in your 
  area and let them know! The current roster of Venture-
  Officers 
  is 
  online 
  at 
  paizo.com/pathfindersociety/
  coordinators. If you are unsure who your local Venture-
  Officer is, find your location on the list below and contact 
  your Regional Venture-Coordinator. If your location is 
  not on the list, email pathfindersociety@paizo.com for 
  assistance.
  PATHFINDER SOCIETY REGIONS
  The regional Venture-Coordinators and their associated 
  regions are listed below.
  North and South America
  Great Lakes (Bob Jonquet): Illinois, Indiana, Kentucky, 
  Michigan, Ohio, Ontario, and Wisconsin
  Midwest (Todd Morgan): Iowa, Kansas, Manitoba, 
  Minnesota, 
  Missouri, 
  Nebraska, 
  North 
  Dakota, 
  Saskatchewan, and South Dakota
  Northeast (June Soler): Atlantic Canada, Connecticut, 
  Delaware, 
  Maine, 
  Maryland, 
  Massachusetts, 
  New 
  Hampshire, New Jersey, New York, Pennsylvania, Quebec, 
  Rhode Island, and Vermont 
  Northwest (Walter Sheppard): Alaska, Alberta, British 
  Columbia, Idaho, Montana, Oregon, Washington, and 
  Wyoming
  South (Jon Cary): Arkansas, Oklahoma, and Texas
  Southeast (Del Collins): Alabama, Florida, Georgia, 
  Louisiana, Mississippi, North Carolina, South Carolina, 
  Tennessee, Virginia, and West Virginia
  Southwest and Central and South America (Eric 
  Brittain): Arizona, California, Central America, Colorado, 
  Mexico, Nevada, New Mexico, South America, and Utah
  Africa, Asia, Europe, and Pacific
  Africa and East Eurasia (Auke Teeninga): Iceland, 
  Netherlands, Denmark, Scandinavia, Latvia, Russia, and 
  South Africa
  Asia-Pacific 
  (Stephen 
  White): 
  Australia, 
  China, 
  Hawaii, India, Japan, New Zealand, Okinawa, Singapore, 
  and Eastern Asia
  Central Europe (Dan Simons): Austria, Germany, and 
  Switzerland
  West Eurasia and Middle East (Dave Harrison): 
  Belgium, Croatia, France, Ireland, Israel, Italy, Portugal, 
  Spain, Turkey, Ukraine, United Arab Emirates, and 
  United Kingdom
  
  PATHFINDER SOCIETY ROLEPLAYING GUILD GUIDE
  38
  APPENDIX 7: ROLEPLAYING GUILD 
  GUIDE GLOSSARY
  Like the Pathfinder Roleplaying Game, the Pathfinder 
  Society Roleplaying Guild uses a number of terms, 
  abbreviations, and definitions. The following are some of 
  the most common.
  Additional Resources: The Additional Resources page  
  lists what items, classes, spells, feats, and other character 
  options are legal from books published by Paizo, Inc. To 
  use such an option, you must have a legal source in which 
  it appears, as well as a copy of the current version of the 
  Additional Resources list (paizo.com/pathfindersociety/
  additionalResources). 
  Adventure: Adventures collectively refer to scenarios, 
  sanctioned modules, and sanctioned Adventure Paths.
  Affinity (regional affinity): Some feats, traits, or 
  other mechanical items require an affinity with a 
  specific country or region of Golarion. Others require 
  membership in a certain ethnic group of people (e.g. a 
  Shoanti tribe or Mammoth Lord following). All of these 
  are considered regional affinities. Your PC may acquire 
  any affinity you wish during Downtime, but may have 
  only one regional affinity at any given time. Note any 
  affinities gained, lost, or changed on your next Chronicle 
  sheet after making such a change.
  Alignment Infraction: Any single egregious action, or 
  consistent pattern of lesser actions, that the GM believes 
  would cause your PC’s alignment to change constitutes 
  an alignment infraction. (See page 12 for further rules on 
  how to adjudicate alignment infractions.) 
  Always Available Items: While Fame limits what your 
  PC can purchase, you can always purchase certain items 
  regardless of your Fame total as long as you are in a 
  settlement of 5,000 people or more. See page 19 for a list 
  of these items.
  Average Party Level (APL): APL represents the average 
  level of all PCs participating in the adventure; this 
  number determines which subtier to use when playing a 
  scenario. (See page 10 for rules on how to determine APL 
  and how APL determines sub-tier.)
  Boon: A boon is an in-game reward other than XP, 
  gp, Prestige Points, or item access. Boons appear on 
  Chronicle sheets, typically earned as part of an adventure 
  or when attending conventions or other special events.
  Class Feature Entity: Any permanent companion 
  creature (e.g. animal companion, eidolon, familiar, 
  mount, phantom, etc.) that accompanies the PC, can 
  take its own actions in combat, and is acquired through 
  a PC’s class features is referred to as a class feature 
  entity. In the Pathfinder Society Roleplaying Guild, a 
  character may have only one class feature entity active 
  during a session. See the FAQ for more information on 
  interactions between familiars and other class feature 
  entities. See the Pathfinder Society FAQ at paizo.com/
  pathfinderSociety/faq for information about what magic 
  items such creatures can use.
  Chronicle Sheet: This is a record of adventures that a 
  character has completed, recording any XP, gp, Prestige 
  Points, boons, or item access the character earned. Some 
  Chronicle sheets grant special rewards that are not 
  associated with an adventure but are rather earned for 
  attending conventions, participating in holiday events, 
  or reading Pathfinder Tales novels. These records allow 
  a player to play any PC at any Pathfinder Society event of 
  the appropriate level anywhere in the world.
  Clergy: This term refers to a PC with one or more cleric 
  class levels.
  Core Assumption/Core Tenets: These are the basic 
  expectations of conduct to which everyone must 
  adhere when participating in the Pathfinder Society 
  Roleplaying Guild.
  Core Campaign: This mode of play utilizes all of the 
  campaign’s currently sanctioned material, but only 
  allows the use of the Core Rulebook, Character Traits Web 
  Enhancement, and Pathfinder Society Roleplaying Guild 
  Guide in regards to PC creation, gaining levels, and 
  purchasing equipment. (See page 8 for the complete 
  rules for the Core Campaign.)
  Day Job: Your PC may attempt Downtime in order to 
  attempt a trained Craft, Perform, or Profession check—
  often referred to as a Day Job check—to earn additional 
  gold pieces.
  Downtime: A PC gains a unit of time called Downtime 
  after each XP-granting adventure. You can spend this 
  Downtime to perform one of several actions, such 
  as attempting a Day Job check. See page 34 for more 
  information on the Day Job check.
  Evergreen Adventure: Evergreen adventures are those 
  that a player may replay (or be the GM for) any number 
  of times at a certain level and still earn full rewards. 
  Unless otherwise noted, you treat any Tier 1–2 (not Tier 
  1–5) adventures with 1st-level PCs as evergreen; you 
  can earn credit with a 2nd-level PC for that adventure 
  only once. See page 18 for more information about the 
  evergreen adventures.
  Evil Act: An evil act represents an act that, on it’s own 
  or as part of a pattern, would push your alignment toward 
  evil. An individual evil act may or may not also result in 
  an immediate alignment infraction.
  Exclusive: An exclusive is an adventure that requires a 
  GM to meet certain criteria to run—typically possessing 
  a certain number of GM stars. Exclusives, together 
  with specials, also contribute to a GM’s earning a fifth 
  GM star.
  Faction: The Pathfinder Society is comprised of seven 
  active factions and nine retired factions. Choosing your 
  
  39
  PATHFINDER SOCIETY ROLEPLAYING GUILD GUIDE
  faction defines your PC’s secondary loyalties in the 
  campaign. See Appendix 2: Factions for more information 
  on the factions and their goals.
  Faction Journal Card: This is a card that summarizes 
  the faction’s aims, a variety of tasks the PC can complete 
  during adventures, and rewards the PC can earn.
  Fame: Fame represents the total Prestige Points (PP) 
  your player character has earned during her adventuring 
  career. Fame grants minor reputation bonuses and 
  increases her access to powerful magic items. See 
  page 21 for more details.
  Game Master (GM): A GM adjudicates the rules and 
  controls the elements of the story and world that the 
  players explore, providing a fair and fun game. In the 
  Pathfinder Society Roleplaying Guild, a GM must also 
  help players accurately fill out their paperwork and 
  reports the results of each game to the event coordinator 
  or on paizo.com/pathfindersociety. 
  GM Stars: GM stars are a measure of how many 
  Pathfinder Society games that person has run, ranging 
  from 10 sessions (one star) to 150 sessions (five stars). GM 
  stars grant access to several exclusive adventures and 
  grant a bonus on free rerolls. Earning the fifth star also 
  requires several additional steps described on page 16.
  Interactive: Interactives are special adventures in 
  which multiple groups of players participate in the same 
  adventure, and their combined results impact each other’s 
  experience and the adventure’s results. New interactives 
  are typically introduced at PaizoCon and/or Gen Con, 
  and are available at other conventions that meet a given 
  adventure’s minimum number of participating tables.
  Inventory Tracking Sheet (ITS): You must track 
  your PC’s purchases over 25 gp on an item tracking 
  sheet. A sample sheet is located on page 44, or you can 
  use a sheet of your own design so long as it tracks the 
  same information.
  Legal Source: A legal source is a physical copy of a book, 
  name-watermarked PDF of the book, or a printout of one 
  or more pages from a name-watermarked PDF. In order 
  to use a character option—especially in conjunction 
  with the Additional Resources page—you must own and 
  possess a legal source that contains that option.
  Organized Play Coordinator  (OPC): The organized play 
  coordinator administers any organized play campaigns, 
  including the Pathfinder Society Roleplaying Guild and 
  Adventure Card Guild. 
  Pathfinder Reference Document (PRD): This is a free 
  online version of all the rules contained within the Core 
  Rulebook and other RPG hardcover books, available at 
  paizo.com/prd. The PRD is not a legal source for players 
  to reference rules or PC building purposes. GMs may 
  reference the PRD as they wish for ease of preparing and 
  running an adventure.
  Pathfinder Society Number: Each participant in 
  the Pathfinder Society Roleplaying Guild is provided 
  a Pathfinder Society Number. The number is often 
  hyphenated; the first, longer number represents your 
  player number, and the second number represents your 
  individual characters (e.g. # 123456–2 refers to player 
  number 123456 and her second PC). This number is used 
  when reporting completed adventures and should appear 
  on each Chronicle sheet and inventory tracking sheet 
  associated with your PCs.
  Player Character (PC): These are the characters 
  portrayed by the players, rather than by a GM.
  Player versus Player (PVP): Player-versus-player 
  conflict occurs when one PC attempts, of his or her own 
  volition, to kill, harm, or otherwise contribute to the 
  injury of another PC. Player-versus-player conflict is 
  strictly prohibited. See page 7 for more details. 
  Pregenerated 
  Character: 
  These 
  are 
  pre-made 
  characters of levels 1, 4, and 7 designed for quick use by 
  players who may not have a character of their own or want 
  to try a new character class. Some exclusive events also 
  provide special pregenerated characters.
  Prestige Points: Prestige Points represent favors owed 
  to you by the Pathfinder Society, and you may spend 
  these to acquire items or services you could not otherwise 
  purchase—even if you would not otherwise possess 
  sufficient Fame. See page 21 for a list of ways in which you 
  can spend Prestige Points.
  Priest: See Clergy.
  Rebuilding: This is the process of changing any aspect 
  of your character except his or her Pathfinder Society 
  Number. Each character may freely rebuild anytime 
  before playing an adventure at level 2 or higher. More 
  information about rebuilding can be found on page 8.
  Regional 
  Venture 
  Coordinator 
  (RVC): 
  Regional 
  Venture-Coordinators, under the guidance of the 
  Organized Play Coordinator, supervise a large section of 
  the world and support Venture-Captains and Venture-
  Lieutenants in their duties.
  Replay: A player replays a scenario when they play it 
  more than once. The Pathfinder Society Roleplaying 
  Guild allows only limited forms of replay. See page 7 for 
  the limited replay rules. 
  Replayable Scenarios: See Evergreen Adventure.
  Reroll: This refers to any chance to reroll a d20 and 
  use the new result. In the Pathfinder Society Roleplaying 
  Guild, this often refers to the free reroll provided when 
  a play wears or uses certain Pathfinder merchandise 
  during an event. See page 36 for rules about free rerolls.
  Retraining: This is the process for changing aspects of 
  your character after 1st level, following the rules presented 
  on page 188 of Pathfinder RPG Ultimate Campaign. See 
  page 35 for additional rules and costs of retraining.
  
  PATHFINDER SOCIETY ROLEPLAYING GUILD GUIDE
  40
  Quest: Quests represent short adventures designed to 
  last about 1 hour. 
  Sanctioned: Sanctioned material has been approved for 
  use within the Pathfinder Society Roleplaying Guild.
  Sanctioned 
  Module/Adventure 
  Path: 
  These 
  are 
  adventures other than Pathfinder Society scenarios for 
  which characters can receive credit. The list of which 
  modules and Adventure Paths are sanctioned for play 
  appears on the Additional Resources page, where you can 
  download each such adventure’s Chronicle sheets and 
  any special rules involved.
  Scenario: These are adventures that typically take 4–5 
  hours to complete, written specifically for the Pathfinder 
  Society Roleplaying Guild. Most adventures in the 
  campaign are scenarios.
  Season: A season is a yearlong period that begins at 
  Gen Con (typically August). Most seasons have a unifying 
  theme and contain about 25 scenarios, with two usually 
  released per month.
  Slow Advancement: A player may opt to use the slow 
  advancement at the beginning of an adventure, in which 
  case the PC earns only half the normal XP, gp, and 
  Prestige Points. Doing so extends the effective “lifespan” 
  of a character. You still receive the full benefits of any 
  Downtime activities, such as Day Job checks.
  Special: This is a catch-all term used to refer to 
  exclusives and interactives. 
  Standard Advancement: This is the typical rate at 
  which a PC earns XP, gp, and Prestige Points at the 
  end of an adventure. A player may opt to use the slow 
  advancement instead.
  Subtier: This is a small level range within a tier used to 
  scale the difficulty of an adventure for groups of different 
  average party levels.
  Tier: This is a range of character levels that can 
  participate in an adventure. Scenario tiers are usually 
  subdivided into subtiers. A PC cannot participate in an 
  adventure if the PC’s level at the start of the adventure is 
  outside that adventure’s tier.
  Venerate: Venerate refers to the relationship between 
  a PC and a specific deity, pantheon, or philosophy of 
  some sort where the PC follows the cause but gains 
  no specific mechanical reward as a result of doing so. 
  Player characters are able to venerate any Golarion-
  specific deity, pantheon, or philosophy they wish without 
  alignment concern.
  Venture-Agent (VA): Venture-Agents (VA) are dedicated 
  volunteer coordinators who direct operations at one venue.
  Venture-Captain (VC) (In-Game): Rather than travel 
  widely, some Pathfinders establish lodges where they can 
  coordinate local agents, store regional lore, and provide 
  a safe refuge for their colleagues. In scenarios, venture-
  captains are often the NPCs who brief the PCs on their 
  next mission or opportunity.
  Venture-Captain (VC) (Real Life): Named after the 
  in-game leaders of the Pathfinder Society, Venture-
  Captains are the many dedicated volunteer coordinators 
  who oversee large geographic regions that contain a large 
  number of players.
  Venture-Lieutenant (VL): Venture-Lieutenants are 
  dedicated volunteer coordinators who assist the Venture-
  Captains in their efforts. 
  Worship: In this context, worship refers to a 
  relationship held between a PC and a deity where the 
  PC, in exchange for his dedicated worship, gains a 
  mechanical benefit (e.g. a cleric’s spells and abilities, a 
  deity-specific feat or trait, special functions of magical 
  weapons, or prerequisites for a prestige class). PCs may 
  only worship one campaign-legal deity and must always 
  be within one step of their chosen deity’s alignment. See 
  page 24 for more rules on worshiping a deity and how to 
  change the deity a PC worships.
  
  41
  PATHFINDER SOCIETY ROLEPLAYING GUILD GUIDE
  OPEN GAME LICENSE Version 1.0a
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  15. COPYRIGHT NOTICE
  Open Game License v 1.0a © 2000, Wizards of the Coast, 
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  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 
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  Pathfinder Society Roleplaying Guild Guide, Version 
  8.0 © 2016, Paizo Inc.; Authors: Mike Brock, John Compton, 
  Erik Mona, Mark Moreland, and Tonya Woldridge.
  
  Character 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
  © 2016 Paizo Inc. Permission granted to photocopy for personal use only.
  10 
  * Trained Only
  Class Skill
  –
  
  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
  © 2016 Paizo Inc. Permission granted to photocopy for personal use only.
  Total Fame
  Current Prestige
  
  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
  © 2016 Paizo Inc. Permission granted to photocopy for personal use only.
  Tracking Sheet #
  Inventory Tracking Sheet
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/Society/Guide to Pathfinder Society Organized Play v8.0.pdf