TEXT: Version 9.0
  PATHFINDER SOCIETY
  ROLEPLAYING GUILD GUIDE
  
  Chapter 1: Overview of Organized Play  .  .  .  .  . 3
  Appendix 3: The World of the Pathfinder 
  Society  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 33
  Appendix 6: Pathfinder Society Volunteer 
  Coordinators .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 38
  Appendix 7: Roleplaying Guild Guide 
  Glossary   .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 39
  Chapter 4: Roleplaying Guild Basics  .  .  .  .  .  .  .  . 19
  Appendix 2: Factions .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 28
  Appendix 8: Reference Sheets  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .43
  Appendix 1: Character creation .  .  .  .  .  .  .  .  .  .  . 25
  Appendix 4: After the Adventure  .  .  .  .  .  .  .  .  . 35
  Chapter 2: Player Basics  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 6
  Chapter 3: GM Basics  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 10
  Appendix 5: Player Rewards  .  .  .  .  .  .  .  .  .  .  .  .  .  . 37
  Special thanks to the Pathfinder Society Venture-
  Officer team for all of the hard work they put in 
  to make this campaign possible.
  SPECIAL THANKS
  Development Lead • Tonya Woldridge 
  Authors • Mike Brock, John Compton, Erik Mona, 
  Mark Moreland, and Tonya Woldridge
  Cover Artist • Damien Mammoliti
  Interior Artists • Subroto Bhaumik, 
  Anna Christenson, Taylor Fischer, Mark Molnar, and 
  Leon Tukker
  Creative Director • James Jacobs
  Creative Design Director • Sarah E. Robinson
  Executive Editor • James L. Sutter
  Managing Developer • Adam Daigle
  Development Coordinator • Amanda Hamon Kunz
  Senior Developer • Robert G. McCreary
  Organized Play Lead Developer • John Compton
  Developers • Crystal Frasier, Jason Keeley, 
  Mark Moreland, Joe Pasini, Owen K.C. Stephens, 
  and Linda Zayas-Palmer
  Managing Editor • Judy Bauer
  Senior Editor • Christopher Carey
  Editors • Lyz Liddell, Adrian Ng, and Lacy Pellazar
  Lead Designer • Jason Bulmahn
  Senior Designer • Stephen Radney-MacFarland 
  Designers • Logan Bonner and Mark Seifter
  Art Director • Sonja Morris
  Senior Graphic Designers • Emily Crowell and 
  Adam Vick
  Organized Play Manager • Tonya Woldridge
  Publisher • Erik Mona
  Paizo CEO • Lisa Stevens
  Chief Operations Officer • Jeffrey Alvarez
  Chief Financial Officer • John Parrish
  Director of Sales • Pierce Watters
  Sales Associate • Cosmo Eisele
  Marketing Director • Jenny Bendel
  Outreach Coordinator • Dan Tharp
  Director of Licensing • Michael Kenway
  Accountant • Christopher Caldwell
  Data Entry Clerk • B. Scott Keim
  Chief Technical Officer • Vic Wertz
  Director of Technology • Dean Ludwig
  Senior Software Developer • Gary Teter
  Community & Digital Content Director • 
  Chris Lambertz 
  Webstore Coordinator • Rick Kunz 
  Customer Service Team • Sharaya Copas, 
  Katina Davis, Sara Marie, and Diego Valdez
  Warehouse Team • Laura Wilkes Carey, Will Chase, 
  Mika Hawkins, Heather Payne, Jeff Strand, and 
  Kevin Underwood
  Website Team • Robert Brandenburg, Lissa Guillet, 
  Erik Keith, and Eric Miller
  Paizo Inc.
  7120 185th Ave NE, Ste 120
  Redmond, WA 98052-0577
  paizo.com
  This product is compliant with the Open Game License (OGL) and is suitable for use with the Pathfinder Roleplaying 
  Game or the 3.5 edition of the world’s oldest fantasy roleplaying game.
  Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game 
  License version 1.0a, Section 1(e), and are not Open Game Content: All trademarks, registered trademarks, proper 
  nouns (characters, deities, locations, etc., as well as all adjectives, names, titles, and descriptive terms derived 
  from proper nouns), artworks, characters, dialogue, locations, plots, storylines, and trade dress. (Elements that have 
  previously been designated as Open Game Content, or are exclusively derived from previous Open Game Content, 
  or that are in the public domain are not included in this declaration.)
  Open Game Content: Except for material designated as Product Identity (see above), the game mechanics of this 
  Paizo game product are Open Game Content, as defined in the Open Game License version 1.0a, Section 1(d). No 
  portion of this work other than the material designated as Open Game Content may be reproduced in any form 
  without written permission.
  Pathfinder Society Roleplaying Guild Guide, Version 9.0 © 2017, 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 
  Adventures, Pathfinder Battles, Pathfinder Campaign Setting, Pathfinder Cards, Pathfinder Combat Pad, 
  Pathfinder Flip-Mat, Pathfinder Legends, Pathfinder Map Pack, Pathfinder Module, Pathfinder Pawns, 
  Pathfinder Player Companion, Pathfinder Roleplaying Game, Pathfinder Tales, Starfinder, the Starfinder logo, 
  Starfinder Adventure Path, and Starfinder Society are trademarks of Paizo Inc.
  Table of Contents
  
  3
  PATHFINDER SOCIETY ROLEPLAYING GUILD GUIDE
  world of the campaign. It is also a great 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, 
  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 
  Overview of Organized Play
  CHAPTER 1
  T
  he Pathfinder Society Roleplaying Guild, part of Paizo’s organized play programs, 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
  regardless of where they are playing or who is running 
  the game. This rest of this guide outlines these campaign 
  rules, ensuring a level playing field for all players. 
  Paizo's organized play team oversees the Pathfinder 
  Society Roleplaying Guild. These include the Organized 
  Play Manager, the Organized Play Lead Developer, all 
  Pathfinder Society developers, 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 Manager 
  at organizedplay@paizo.com.
  COMMUNITY STANDARDS
  The Pathfinder Society is an inclusive social event open to 
  everyone. It is our intention that everybody enjoys gaming 
  in a safe and fun environment. While conflict between 
  characters may arise, at no time should a player feel excluded 
  or threatened at the table. We ask all participants to respect 
  their fellow players and to work together to create positive, 
  memorable experiences. To this end, we reserve the right 
  to refuse participation to any person for inappropriate 
  or illegal conduct. All refusals of participation must be 
  accompanied by a reason, duration of refusal, and the 
  criteria for rejoining Pathfinder Society activities.
  Inappropriate conduct includes, but is not limited 
  to, the excessive use of foul language, physical or verbal 
  aggression or intimidation, lewd conduct, inappropriate 
  physical contact, unwelcome sexual attention, slander, 
  stalking, and harassment or discrimination based on 
  gender, gender identity and expression, age, sexual 
  orientation, disability, physical appearance, body size, 
  race, ethnicity, or religion. 
  Complaints under this policy should be brought to the 
  Event Organizer or a Venture-Officer, who will work to 
  resolve the issue or escalate the issue to the next level of 
  Venture-Officer. As an alternative, issues may be reported 
  to the Organized Play Manager (OPM) via e-mail at 
  organizedplay@paizo.com. Issues will be resolved at the 
  lowest level possible. In case of escalation, the OPM is the 
  final arbiter of any dispute arising from applying this policy.
  Nothing in this policy is intended to discourage any 
  person from calling the police or other appropriate 
  organizations. Event organizers or Venture-Officers 
  are available to help participants contact local law 
  enforcement, provide escorts, or otherwise assist those 
  experiencing harassment to feel safe for the duration of 
  the event. We value your attendance.
  While not illegal or even necessarily inappropriate, we 
  recognize that Pathfinder Society organized play campaign 
  includes themes that may result in uncomfortable situations 
  arising at the gaming table. In these instances, we request 
  players identify the issue to the table Game Master (GM), 
  whether vocally or by passing a note. We ask that GMs 
  help the table respect attendees’ sensibilities and reduce or 
  redirect problematic themes once identified. Participants 
  asked to stop any problematic behavior are expected to 
  comply immediately or will be asked to leave the table.
  It is our intention that everybody participating in 
  Pathfinder Society organized play enjoys gaming in a safe 
  and fun environment. While conflict between characters 
  may arise, at no time should a player feel excluded or 
  threatened at the table. We ask all participants to respect 
  their fellow players and to work together to create positive 
  memorable experiences. The above guidelines reference 
  how we may achieve our goals. By sitting at a Pathfinder 
  Society table, participants are agreeing to the terms and 
  conditions of Pathfinder Society organized play.
  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 
  and Paizo's other organized play programs.
  Keep Good Records 
  Pathfinder Society uses character sheets, inventory 
  tracking sheets, and Chronicle sheets 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 either paper or digital copies 
  of your character sheet and all accompanying Chronicle 
  sheets of any character you wish to play to Roleplaying 
  Guild events. If using paper copies, we suggest keeping 
  your character sheets and Chronicle sheets in a binder with 
  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/paizo/messageboards/paizoInc/
  organizedPlay. 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
  that they have seen. Forum clairifications will be added 
  to the FAQ, Campaign Clarifications document, or this 
  Guide as soon as possible. 
  Paizo produces a wide range of books 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/
  rpg/additional. In order to use content from sources outside 
  the Pathfinder RPG Core Rulebook, a player must bring an 
  accessible copy of the resource that indicates that she owns 
  the resource. An accessible copy means one of the following: 
  a physical copy of the book, a name-watermarked Paizo PDF 
  of the relevant pages, or either a photocopy of the relevant 
  pages or electronic access to the Pathfinder Reference 
  Document at paizo.com/prd along with proof of purchase. 
  Proof of purchase may include a receipt from a game store 
  or a screenshot of your My Downloads page at paizo.com. 
  In addition to the rules themselves, you must bring a 
  current copy of the Additional Resources listing pertaining 
  to the rule. Inform the GM that you plan to use additional 
  resource material before play begins and allow the GM to 
  familiarize herself with any new rules.
  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/organizedplay/myaccount. When you register, you’ll 
  receive an official Paizo Organized Play Number. Keep your 
  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 Organized Play 
  Number and confirmation code on it. This number is 
  now your Organized Play Number. Register online at 
  paizo.com/organizedplay as soon as possible. Enter the 
  number and the confirmation code and your early adventures 
  will be automatically linked to your new official record.
  a dedicated pocket folder for each character. Digital copies 
  must be on a device you are comfortable showing your GM. 
  GMs are not responsible for the security or condition of 
  digital devices used to store character information. 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. See page 13 for more information.
  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. See page 
  13 for more information.
  RESOURCES
  The Pathfinder Society 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/organizedplay/faq and Campaign 
  Clarifications at paizo.com/pathfindersociety/rpg/
  clarifications. 
  When multiple versions of a rule exist, reference the 
  Campaign Clarification document for further guidance. 
  If an entry doesn’t exist for your source, use the written 
  source as presented. If there still is a discrepancy, please 
  bring the issue to the attention of campaign leadership 
  by e-mailing organizedplay@paizo.com.
  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. GMs 
  may not ignore rules clarifications, including posts from 
  the organized play team on organized play forum threads 
  
  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, 
  Organized Play 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 1st-level 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 a curse, 
  disease, 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. A few adventures, such We Be Goblins, 
  have special rules for pregenerated characters that bypass 
  the need to clear conditions.
  • The Roleplaying Guild character must contribute a
  minimum amount of gold to cover the costs before
  using any of the pregenerated character’s wealth,
  depending on the pregenerated character’s level: 0
  gp for a 1st-level pregenerated character, 1,000 gp for
  4th-level, and 2,000 gp for 7th-level. If you are playing
  a pregenerated character in a scenario in which all
  Player Basics
  CHAPTER 2
  
  7
  PATHFINDER SOCIETY ROLEPLAYING GUILD GUIDE
  players are required to use pregenerated characters, 
  you do not need to contribute to this minimum.
  • After applying Roleplaying Guild character resources, the 
  player can use the pregenerated character’s funds to pay
  for these spellcasting services. If sold to pay for condition 
  removal, a 1st-level character’s gear is worth 75 gold
  pieces, a 4th-level character is worth 3,000 gold pieces
  and a 7th-level character is worth 11,500 gold pieces.
  • The Roleplaying Guild character can spend Prestige
  Points to help offset the gold cost of raising a
  pregenerated character from the dead. She may pay
  up to half of the cost of raise dead, resurrection, or true
  resurrection with Prestige Points, at a rate of 1 PP =
  375 gold pieces.
  • The character can use the gold and prestige that she
  has earned on the Chronicle sheet for the current
  adventure to help pay for condition removal.
  • If more resources are needed to pay for the cost of the
  services, players at the table can, but are not required
  to, contribute some of their own gold pieces.
  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 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 from a higher-tier adventure to a
  1st-level Roleplaying Guild character. 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 CHARACTER-VERSUS-CHARACTER COMBAT
  In keeping with the “cooperate” theme of the Pathfinder 
  Society, character-versus-character conflict should be kept 
  to a minimum. Accidental friendly fire can happen (due 
  to missed attack rolls or other factors), but players must 
  obtain the consent of other players before deliberately 
  including fellow PCs in damaging effects. In such cases, 
  the damage dealer should offer to assist with necessary 
  healing costs. 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 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 up to two Chronicle sheets for a given 
  adventure, one for playing an adventure and one for 
  running the same adventure as a GM, regardless of how 
  many times you play or run that specific adventure. You 
  can receive an additional two Chronicle sheets for each 
  adventure as a part of the Core Campaign (see page 8). A 
  character may have no more than one copy of a Chronicle 
  sheet. GMing adventures contributes to GM star rewards 
  even when it does not provide additional Chronicle sheets 
  (see page 17 for more information about GM stars).
  In certain circumstances, you may replay an adventure you 
  have already completed. The following rules determine 
  when replaying Pathfinder Society Roleplaying Guild 
  adventures is legal and what benefits you can gain from 
  replaying. When using a replay credit, you may earn no 
  more than one bonus Chronicle sheet per adventure.
  Minimum Legal Table Size: You are permitted to 
  replay an adventure in order to meet the minimum legal 
  table size, with the following stipulations. 
  
  8
  PATHFINDER SOCIETY ROLEPLAYING GUILD GUIDE
  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.
  Rewards: Replaying to make a legal table doesn’t earn 
  any rewards. The Chronicle sheet for the adventure is 
  a placeholder. It should note that the scenario has been 
  replayed for no credit and award no gold, Prestige Points, 
  Fame, XP, boons, item access, or any other benefits or 
  disadvantages. You must 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.
  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 
  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 the Pathfinder RPG Character 
  Traits Web Enhancement when building their characters. 
  Campaign Errata: Core Campaign characters must 
  follow the rules set out in the Additional Resources, FAQ, 
  and Campaign Clarifications issued by the campaign staff 
  via paizo.com, just like Standard Campaign characters.
  Chronicle Sheets: Items listed on Chronicle sheets 
  earned in the Core Campaign are valid options for Core 
  characters. 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.
  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.
  If an update or errata occurs during a Pathfinder 
  Society event, such as a convention, players may use the 
  old version of their character for the remainder of the 
  event, noting on their Chronicle sheets that they are 
  playing with the “implementation delay.” Players must 
  update their character after the event before playing the 
  character again.
  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.
  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. You can 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. 
  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.
  Favored Class Bonuses: If a favored class bonus 
  changes, you can reassign your entire favored class bonus 
  at each level to any of the now-legal options.
  Feats: If a feat changes or is removed from the 
  Additional Resources list, you have two options: You 
  
  9
  can switch the old feat for an updated feat of the same 
  name in another legal source (if available), ignoring any 
  of a feat's prerequisites that 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.
  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. 
  Traits: If a trait changes or is removed from the 
  Additional Resources list, you can switch the old trait 
  for an updated of the same name in another legal source 
  (if available), or you can replace the trait with another 
  trait for which you meet all the prerequisites.
  
  10
  PATHFINDER SOCIETY ROLEPLAYING GUILD GUIDE
  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, 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 Organized Play 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 15).
  • Complete reporting sheets that include additional
  tracking information and turn them over to the
  event coordinator.
  • If you are 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
  
  11
  PATHFINDER SOCIETY ROLEPLAYING GUILD GUIDE
  party of six 3rd-level characters), the group can decide to 
  play the lower subtier.
  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 1st level, 
  4th level, and 7th level (see the Pregenerated Characters 
  section on page 6).
  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/store/pathfinder/society/rpg/free 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.
  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, 3–4, 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 
  
  PATHFINDER SOCIETY ROLEPLAYING GUILD GUIDE
  12
  • Grand Lodge faction PCs should treat Osirion
  faction missions as their own for all Season 0, 1, and
  2 scenarios.
  • Silver Crusade faction PCs should treat Andoran faction
  missions as their own for all Season 0, 1, and 2 scenarios.
  Seasons 3–4: Two factions that are now retired—the 
  Lantern Lodge and Shadow Lodge—were available for 
  characters to ally with during Seasons 3–4; ignore these 
  factions’ missions.
  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 
  were a pregenerated character.
  Event Mode: Pathfinder Society Roleplaying Guild 
  characters are the only characters allowed to play in 
  games run in event mode, and all Roleplaying Guild rules 
  must be followed. Most modules can only be played in 
  event mode.
  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 has been created 
  for each sanctioned module and Adventure Path that 
  outlines the content for which 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/rpg/additional. 
  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 Chronicle sheets. 
  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. Players 
  may receive partial credit for modules and Adventure 
  Paths based on the amount of sanctioned material they 
  completed. If they have completed less than half of the 
  adventure, they receive half of the adventure’s gold and 
  prestige reward and access to the items that they found 
  during play. If they have completed more than half of 
  the adventure, they receive full credit for the adventure.
  
  13
  PATHFINDER SOCIETY ROLEPLAYING GUILD GUIDE
  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. 
  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 will work to provide you 
  with an answer to avoid confusion in the future. Even 
  if there were unlimited time to address such concerns, 
  however, there would always be slight table variation 
  and Game Master fiat. The following sections provide 
  advice on addressing some common table variations you 
  should consider before running a Pathfinder Society 
  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.
  
  PATHFINDER SOCIETY ROLEPLAYING GUILD GUIDE
  14
  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 
  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.
  Major Infractions: 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; players should endeavor to play 
  their characters in ways that are within the constraints of 
  acceptable alignments.
  If a character is retired as defined above, you should 
  escalate the report to the event coordinator, or the local 
  Venture-Captain or Regional Venture-Coordinator. If 
  that Venture-Officer agrees 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 Regional Venture-
  Coordinator decides the character fits the criteria for 
  being wantonly evil, she will then e-mail the Organized 
  Play Manager to advise her of the situation, including the 
  player’s name, organized play number, and e-mail address. 
  A player must be advised of these actions and be provided 
  with a chance to contact their RVC to present their side 
  of the 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. 
  Chronicle sheets 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 on page 11.
  When you are looking over the character record sheets 
  and Chronicle sheets of your players at the start of an 
  
  Normal
  Slow
  SUBTIER
  A.K.A.
  Player Name
  Character Name
   -
  Organized Play #
  Character #
  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:
  Starting XP
  EXPERIENCE
  GM’s
  Initials
  GM’s
  Initials
  GM’s
  Initials
  GM’s
  Initials
  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
  Character Chronicle #
  1–2
  4–5
  —
  253
  954
  —
  604
  506
  1,908
  —
  1,207
  Out of
  Subtier
  Pathfinder Society 
  Scenario Chronicle
  Prophet’s Ally: By helping Temel Passad secure a district in Alabastrine, you have proven to him that 
  the Pathfinder Society is still a valuable ally. If you decide to follow the Prophecies of Kalistrade 
  yourself, he assists you in your business ventures. You may purchase the following modified version 
  of the Prophets of Kalistrade vanity for 4 Prestige Points (Pathfinder Society Field Guide 61). If you 
  already possess the Prophets of Kalistrade vanity from this source, it upgrades to the version below.
  Prophets of Kalistrade (4 PP): You adhere to the philosophy of the Prophecies of Kalistrade, made 
  popular in the nation of Druma. As such, you follow strict sexual and dietary restrictions, and hold 
  the amassing of vast personal wealth as your primary motivation in life. So long as you maintain 
  these strictures, you may spend 1 PP to reroll a Day Job check. You must take the result of the reroll, 
  even if it is lower. When you spend 1 PP to reroll a Day Job check, you may increase the cap on your 
  earnings. A DC 45 Day Job check now earns you 200 gp, and a DC 50 Day Job check earns you 300 gp. 
  Alternatively, you may spend 1 PP before using a reroll that you gain from another source to receive 
  this expanded range of rewards for the Day Job check. You may not spend more than 1 PP from this 
  vanity on a single Day Job check. Additionally, you may not purchase this vanity if you have a patron 
  deity, and conversion to another faith negates the benefits of this vanity.
  ▫ Negotiating with Serpents: You struck a deal with Myrosype. True to her word, she pays you 
  through channels that the Pathfinder Society cannot trace. You may check off the box next to this 
  boon when you receive a chronicle sheet to receive an amount of additional gold equal to 150 times 
  your character level (to a maximum of 900 gp).
  Additionally, she musters resources to assist you should you run into significant trouble with the 
  Aspis Consortium in the future. If the Aspis Consortium captures you, Myrosype quietly arranges to 
  have you freed from captivity and returned to the Society. This boon negates the standard 5 Prestige 
  Point cost for a body recovery. You may also negate any negative boons you would have otherwise 
  received as a result of your capture. When you use this recovery benefit, cross this paragraph off your 
  Chronicle sheet.
  ▫ New Contacts (The Exchange): You convinced one of the bidders at the auction to work with the 
  Exchange in the future. This contact assists you in procuring an item that would normally be beyond 
  your reach. You may count your fame as 2 higher for the purpose of a single purchase, to a maximum 
  of twice your XP. When you do so, check off the box before this boon. 
  In addition, your extended conversations with your new contact taught you information that may 
  be relevant on your future missions. Each potential contact grants you a +2 bonus on a relevant 
  Knowledge check, which must be applied before rolling the check. Cyran: Knowledge (planes), Irith: 
  Knowledge (nobility), Vayde: Knowledge (religion). When you use this bonus, cross this paragraph 
  off your Chronicle sheet.
  Core Campaign
  All Subtiers
  Subtier 4–5
  headband of unshakeable resolve (5,600 gp; 
  Pathfinder RPG Ultimate Equipment 251)
  miser’s mask (3,000 gp; Ultimate Equipment 
  246)
  wand of summon monster II (10 charges; 900 
  gp, limit 1)
  belt of tumbling (800 gp; Pathfinder RPG Ulti-
  mate Equipment 211)
  everwake amulet (8,000 gp; Ultimate Equipment 
  257)
  helm of comprehend languages and read magic 
  (5,200 gp)
  scabbard of vigor (1,800 gp; Ultimate Equipment 
  318)
  Scenario 9-Template-NoStyles.indd   11
  6/20/17   5:05 PM
  A
  B
  W
  C
  D
  E
  F
  G
  M
  P
  S
  T
  U
  V
  J
  N
  K
  O
  I
  H
  L
  Q
  R
  15
  PATHFINDER SOCIETY ROLEPLAYING GUILD GUIDE
  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 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, record the 
  Organized Play number of the player in question 
  and then ask her to leave your table. Afterward, 
  send an e-mail to the Pathfinder Society staff at 
  organizedplay@paizo.com, including the player’s 
  number and as much as you can remember about 
  the sheet.
  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 
  
  PATHFINDER SOCIETY ROLEPLAYING GUILD GUIDE
  16
  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 that grants 
  3 XP. 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 result of this roll (determined by the table on page 35) 
  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/events.
  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 such 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 4 of this document. If the 
  character cannot resolve an affliction that would render 
  her unplayable, mark the character as dead.
  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/organizedplay/
  myaccount on the GM/Event Coordinator tab. As 
  you’re checking over the players’ completed Chronicle 
  sheets, record each character’s Organized Play Number, 
  
  17
  PATHFINDER SOCIETY ROLEPLAYING GUILD GUIDE
  character name, faction, and Prestige Points earned 
  during the scenario for reporting purposes.
  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 
  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 to apply 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 16 
  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 character, 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 
  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,
  
  PATHFINDER SOCIETY ROLEPLAYING GUILD GUIDE
  18
  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.
  • They apply a bonus equal to their number of GM
  stars earned to their reroll (see Rerolls on page 37).
  • They gain the ability to replay one scenario once (see
  Replaying Adventures on page 7) per star earned.
  • They gain ability to apply a special GM Star reward
  Chronicle sheet 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/store/pathfinder/
  society/rpg. Anyone can purchase a scenario PDF—
  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.
  
  19
  PATHFINDER SOCIETY ROLEPLAYING GUILD GUIDE
  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. Tier 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 one 
  Chronicle sheet each time they run one of the Tier 1 and 
  Tier 1-2 adventure. They may apply a Tier 1–2 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/rpg/additional.
  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 
  gained during an adventure, including death, 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 a dead 
  character’s gear, at 50% of its listed value to raise money 
  Roleplaying Guild Basics
  CHAPTER 4
  
  20
  that they do not use during the adventure, one PC may 
  purchase the item at the end of the adventure, paying the 
  item’s full cost. If no PC wants to purchase the item, the 
  PCs must sell the item back for half value, reimbursing 
  each PC for half of what she paid into the pool.
  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 
  turn items of one type into another (e.g., 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.
  TABLE 4–1: FAME REQUIREMENT COSTS
  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
  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 (see below).
  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.
  If the player can’t or chooses not to utilize any of 
  these options, the character is permanently 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. 
  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, but 
  you may allow another player to borrow an item for the 
  duration of an adventure. Characters may 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. If the PCs buy an item using pooled money 
  
  WAYFINDER
  PRICE
  500 GP
  SLOT none
  CL 5th
  WEIGHT 1 lb.
  AURA faint evocation
  CONSTRUCTION REQUIREMENTS
  COST 250 GP
  21
  PATHFINDER SOCIETY ROLEPLAYING GUILD GUIDE
  Always Available Items
  You may always purchase the following items or 
  equipment as long as you’re in an appropriately sized 
  settlement (see page 20).
  • All basic armor, gear, items, and weapons from Chapter
  6 of the Pathfinder RPG Core Rulebook, including items
  for Small and Large characters. This does not include
  equipment made from dragonhide, but it does include
  equipment made from the other special materials,
  such as alchemical silver and cold iron (see the Special
  Materials section on page 154 of the Core Rulebook). All
  mundane 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 sidebar)
  • 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 20). 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.
  Magic Items and Companion Creatures
  Rules for the items slots and item access for familiars, 
  animal companions, and other companion creatures 
  that use the animal companion rules appear in the 
  Organized Play FAQ at paizo.com/paizo/faq. The FAQ 
  refers to the Extra Item slot feat, which is reproduced 
  Pathfinder Society agents may purchase a wayfinder 
  for 250 gp. This item originally appeared in Pathfinder 
  Campaign Setting: Inner Sea World Guide.
  Wayfinder
  A small magical device patterned off ancient Azlanti 
  relics, a wayfinder is a compact compass typically made 
  from silver and bearing gold accents. A badge of office 
  for agents of the Pathfinder Society, a wayfinder is as 
  much a handy tool as a status symbol. With a command 
  word, you can cause a wayfinder to shine (as the light 
  spell). A wayfinder also acts as a nonmagical (magnetic) 
  compass, granting you a +2 circumstance bonus on 
  Survival checks to avoid becoming lost. All wayfinders 
  include a small indentation designed to hold a single 
  ioun stone. An ioun stone slotted in this manner grants 
  you its normal benefits as if it were orbiting your head; 
  some ioun stones can grant additional powers once they 
  are fitted into a wayfinder, at the GM’s discretion. 
  Craft Wondrous Item, light
  
  PATHFINDER SOCIETY ROLEPLAYING GUILD GUIDE
  22
  below to grant access to this feat for all players in both 
  the Standard and Core Campaigns. The text has been 
  modified to reflect the feat’s function in the Pathfinder 
  Society Roleplaying Guild.
  EXTRA ITEM SLOT
  You are able to wear magic items more easily than most 
  creatures of your kind.
  Prerequisite: Animal companion, familiar, or other 
  companion creature that does not have all of its possible 
  magic item slots unlocked by default in Pathfinder 
  Society Roleplaying Guild.
  Benefit: Choose one magic item slot that you qualify 
  for. You can now wear magic items in that slot.
  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 this page.
  • 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 or Table 4–2 below.
  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. 
  TABLE 4–2 PRESTIGE POINT COST
  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
  *You can buy raise dead using 16 PP, 5,450 gp, or 8 PP and
  2,450 gp.
  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
  
  23
  PATHFINDER SOCIETY ROLEPLAYING GUILD GUIDE
  the  adventure and should be noted on the character's 
  Chronicle sheet.
  • 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 19).
  • 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 20. 
  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 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 22), each faction offers specific Prestige Awards 
  available only to members. Refer to Pathfinder Campaign 
  Setting: Pathfinder Society Field Guide for a complete listing.
  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
  
  PATHFINDER SOCIETY ROLEPLAYING GUILD GUIDE
  24
  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 blog on paizo.com. After each 
  announcement, copies of the new policy will be posted on 
  the website at paizo.com/organizedplay/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, 
  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,” short for 
  “implementation delay.” Players then must update their 
  characters to meet current campaign guidelines following 
  the convention or game session.
  
  25
  PATHFINDER SOCIETY ROLEPLAYING GUILD GUIDE
  APPENDIX 1: CHARACTER CREATION
  This appendix details the steps for creating a character for 
  the Pathfinder Society 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/rpg/
  additional. 
  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 22) 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/
  rpg/clarifications) 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.) Half-elf characters 
  have two 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, or neutral good. 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.
  
  PATHFINDER SOCIETY ROLEPLAYING GUILD GUIDE
  26
  This list is not exhaustive, and the Additional Resources 
  document is updated with new classes, archetypes, 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. All 
  Pathfinder Society Roleplaying Guild characters are 
  literate and speak Common.
  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 (alchemy).
  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 
  
  27
  PATHFINDER SOCIETY ROLEPLAYING GUILD GUIDE
  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. 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 these steps 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 your character’s appearance 
  and background. Make a few notes on your character's 
  appearance that you can use to describe your character. 
  Read through Appendix 3: The World of the Pathfinder 
  Society for information on the campaign setting and 
  consider using it to inform 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 to 
  help you find just the right figure for your character.
  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 
  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. 
  
  PATHFINDER SOCIETY ROLEPLAYING GUILD GUIDE
  28
  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. 
  Players using pregenerated characters assign fame and 
  prestige awards to the faction of the character receiving 
  credit for the adventure. Players assigning credit to a 
  new, first level character count as members of 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 9 Faction Journal Cards and detailed instructions 
  for fulfilling faction goals are available online at 
  paizo.com/pathfindersociety/rpg/journalcards. 
  Some faction goals require a successful skill check 
  commonly associated with that faction; however, 
  every faction agent has a different skill set, and not all 
  agents can accomplish those tasks unaided. In place of 
  attempting a goal’s skill check, you can instead spend 
  1 Prestige Point to succeed through other channels 
  (2  Prestige Points if the DC is 20 plus your character 
  level or higher).
  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 17).
  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 
  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 
  
  29
  PATHFINDER SOCIETY ROLEPLAYING GUILD GUIDE
  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 9 Goals: Avert a catastrophe brought on by 
  unchecked magic. With order restored, the faction plans 
  to expand its authority and reach.
  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 it does not flinch if it must occasionally 
  employ underhanded techniques to break up 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 9 Goals: An unpopular Aspis Consortium 
  enterprise in western Garund has weakened the 
  mercantile group’s traditionally strong hold on the region. 
  Undermine the Consortium, and establish profitable new 
  enterprises in the process.
  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, 
  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.
  
  PATHFINDER SOCIETY ROLEPLAYING GUILD GUIDE
  30
  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 9 Goals: Some of 
  the Pathfinder Society’s old 
  enemies have joined forces in a 
  plot to bring the Society to its 
  knees. Thwart these villains by 
  scattering their plots, tracking 
  them down, and ensuring that 
  they never threaten the Society 
  again.
  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 9 Goals: Rising stakes and internal conflict 
  bring the Liberty’s Edge 
  to a crossroads. Chart a 
  new course, and decide 
  the faction’s future.
  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 
  
  31
  PATHFINDER SOCIETY ROLEPLAYING GUILD GUIDE
  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 9 Goals: An ancient evil force threatens to 
  undermine everything the Scarab Sages have worked for. 
  Destroy this evil once and for all, and secure a place in 
  the annals of history.
  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.
  
  PATHFINDER SOCIETY ROLEPLAYING GUILD GUIDE
  32
  Season 9 Goals: Champion the cause of redemption on 
  every scale, from freeing an individual soul caught in a 
  terrible balance to purifying an ancient and malevolent 
  force from the minds of influential people before it 
  becomes a powerful player on Golarion.
  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 9 Goal: Bring together all of the resources the 
  Sovereign Court has gathered over the last few years to 
  help forge a new beginning for Taldor.
  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: During 
  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 + half 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.
  
  33
  PATHFINDER SOCIETY ROLEPLAYING GUILD GUIDE
  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. 
  
  PATHFINDER SOCIETY ROLEPLAYING GUILD GUIDE
  34
  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.
  
  35
  PATHFINDER SOCIETY ROLEPLAYING GUILD GUIDE
  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 (e.g., 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.
  There are additional ways to spend Downtime, many 
  of which are performed in place of a Day Job check. 
  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
  
  PATHFINDER SOCIETY ROLEPLAYING GUILD GUIDE
  36
  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/
  rpg/additional. 
  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.
  Some Chronicle sheets list items that are available for 
  limited purchase. If you have received a Chronicle sheet 
  for playing the higher subtier of a Season 0–8 scenario, 
  your purchasing limit for these items is the higher of 
  the numbers listed between the All Subtiers column and 
  the column for your subtier.
  See page 21 of Chapter 4 for more information on 
  purchasing items.
  ADDENDUM: CHARACTER REVISION
  1st-level 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.
  
  37
  PATHFINDER SOCIETY ROLEPLAYING GUILD GUIDE
  APPENDIX 5: PLAYER REWARDS
  Players can earn additional rewards beyond those they 
  gain from the adventures they play and GM.
  BOONS
  Boons are small in-game rewards given for a variety 
  of reasons, including attendance at events, holidays, 
  supporting charities, reading novels, and other activities.  
  Some examples of boon types are listed below.
  Convention: You can’t assign multiple copies of a 
  convention boon to the same character. If the only difference 
  between boon Chronicle sheets is the title of the convention 
  or event listed at the top, they are 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 find these boons on the 
  Additional Resources page. A player can activate these 
  boons by showing her copy of a Pathfinder Tales book to the 
  GM of any sanctioned Pathfinder Society event and asking 
  the GM to fill out the appropriate places. Once all four boxes 
  have been initialed, the player can apply the 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 it. She does not need to 
  continue bringing the book to events to prove ownership.
  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).
  Welcome: A player may apply the Welcome to Pathfinder 
  Society boon to their first character (XXXX–1)
  RETAIL SUPPORT PROGRAM
  Participating retail stores can reward players who make 
  purchases in their venues with benefits that assist their 
  own characters as well as the characters of other players 
  at the table. These benefits help characters survive in tight 
  situations. For more details on this program, ask your 
  local game store and visit http://paizo.com/organizedplay/
  policies.
  PRODUCT INCENTIVES
  The Pathfinder Society organized play campaign rewards 
  players who show their support by purchasing and using 
  items featuring campaign insignia, faction logos, or 
  Pathfinder branding, with the following in-game benefits.
  Faction Pins
  Show your support of your favorite faction. Pins 
  of 
  each 
  faction 
  symbol 
  are 
  available 
  online 
  at 
  paizo.com/store/pathfinder/society/apparel. 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.
  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).
  Rerolls
  A player using any of the items from the reroll list on 
  paizo.com/organizedplay/perks can reroll one d20 roll 
  during the course of that scenario. For modules and 
  Adventure Paths, players may reroll one d20 per Chronicle 
  sheet. 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 they gain no additional benefits other than 
  supporting Pathfinder. 
  
  PATHFINDER SOCIETY ROLEPLAYING GUILD GUIDE
  38
  APPENDIX 6: VOLUNTEER 
  COORDINATORS
  Over 84,000 players and 16,000 active GMs participate 
  in Paizo organized play activities. Events span the globe, 
  occurring regularly in 42 countries on six of the seven 
  continents. Players and GMs work together to plan local 
  events, but even in our media-savvy times, connecting 
  with other players proves a difficult task. Most often, the 
  task of organizing events falls to a local person or team, 
  volunteering their time and efforts to promote gaming 
  in their communities.
  To coordinate this pool of global volunteers, Paizo 
  has teamed up with the Organized Play Foundation, a 
  nonprofit charitable organization created to help bring 
  together gamers and to promote education through 
  strategic games. Volunteers with the Organized Play 
  Foundation choose which organized play program, 
  in our case Paizo, and the scope of their activities, 
  anything from a local game store to an entire country or 
  continent, to provide regular gaming opportunities for 
  gamers in each region.
  Volunteers, collectively known as Venture-Officers, 
  receive ranks based on their duties and geographical 
  areas of responsibility. The top level of volunteers, 
  Regional Venture-Coordinators, looks 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 area’s coordination efforts. The lowest level, 
  Venture-Agents, coordinate activities in one location, 
  such as a game store, a school, a community center, or a 
  military instillation.
  The current roster of Paizo Venture-Officers is online 
  at 
  paizo.com/organizedplay/coordinators. 
  Players 
  looking for organized play activities in their area should 
  contact their closest Venture-Officer. If you are unsure 
  who your local Venture-Officer is, find a similar state 
  or country in the list below and contact the associated 
  Regional Venture-Coordinator. 
  Anyone may join the Organized Play Foundation as 
  a volunteer. A list of recommended tasks and benefits 
  for each level of Venture-Officer rank is located at 
  organizedplayfoundation.com/paizoorganizedplay/
  volunteer. If you read the Venture-Officer descriptions 
  and are interested in joining the team, complete 
  the volunteer interest form linked at the bottom of 
  the webpage listed above. The Regional Venture-
  Coordinator for your area will receive your information 
  and establish contact to bring you onboard the team. 
  PAIZO ORGANIZED PLAY REGIONS
  The regional Venture-Coordinators and their associated 
  regions are listed below.
  North and South America
  Great Lakes [United States & Canada]: Regional Venture-
  Coordinator Bob Jonquet (pfs.illinois@gmail.com): Illinois, 
  Indiana, Kentucky, Michigan, Ohio, Ontario, and Wisconsin
  Midwest [United States & Canada]: Regional Venture-
  Coordinator Todd Morgan (toddpmorgan@gmail.com): 
  Iowa, Kansas, Manitoba, Minnesota, Missouri, Nebraska, 
  North Dakota, Oklahoma, Saskatchewan, and South Dakota
  Northeast [United States & Canada]: Regional Venture-
  Coordinator 
  June 
  Soler 
  (njpathfinders@gmail.com): 
  Atlantic Canada, Connecticut, Delaware, Maine, Maryland, 
  Massachusetts, New Hampshire, New Jersey, New York, 
  Pennsylvania, Quebec, Rhode Island, and Vermont 
  Northwest [United States & Canada]: Regional Venture-
  Coordinator Walter Sheppard (pullmanpathfinder@gmail.
  com): Alaska, Alberta, British Columbia, Idaho, Montana, 
  Oregon, Washington, and Wyoming
  Southeast [United States]: Regional Venture-Coordinator 
  Del Collins (regionalventurecaptain@s-c-a-r-a-b.com): 
  Alabama, Arkansas, Florida, Georgia, Louisiana, Mississippi, 
  North Carolina, South Carolina, Tennessee, Virginia, and 
  West Virginia
  Southwest [United States], Central & South America: 
  Regional Venture-Coordinator Eric Brittain (sdpathfinder@
  gmail.com): Argentina, Arizona, Brazil, California, Chile, 
  Colorado, Mexico, Nevada, New Mexico, Texas, Uruguay, 
  and Utah
  Africa, Asia, Europe, and Pacific
  Africa and East Eurasia: Regional Venture-Coordinator 
  Auke Teeninga (pathfinderbenelux@gmail.com): Belarus, 
  Finland, Iceland, Netherlands, Denmark, Latvia, Russia, and 
  South Africa
  Asia-Pacific: Regional Venture-Coordinator Stephen 
  White (pathfindersocietyoz@gmail.com): Australia, China, 
  Hawaii, India, Japan, Malaysia, New Zealand, Okinawa, 
  Philippines, Singapore, and Eastern Asia
  Central Europe: Regional Venture-Coordinator Dan 
  Simons 
  (pfs.rvc.centraleurope@gmail.com): 
  Austria, 
  Germany, and Switzerland
  West Eurasia and Middle East: Regional Venture-
  Coordinator Dave Harrison (paizoconuk@hotmail.com): 
  Belgium, Croatia, France, Ireland, Israel, Italy, Portugal, 
  Slovenia, Spain, Turkey, Ukraine, United Arab Emirates, and 
  United Kingdom
  
  39
  PATHFINDER SOCIETY ROLEPLAYING GUILD GUIDE
  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/
  rpg/additional). 
  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 14 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 21 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 11 for rules on how to determine APL 
  and how APL determines subtier.)
  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.
  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.
  Companion Creature: Any permanent companion (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 companion creature. See the Organized 
  Play FAQ for more information on the number of 
  companion creatures thay may be active at one time, as 
  well as which magic items and weapons such creatures 
  can use.
  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 35 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 19 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 
  faction defines your PC’s secondary loyalties in the 
  campaign. See Appendix 2: Factions for more information 
  on the factions and their goals.
  
  PATHFINDER SOCIETY ROLEPLAYING GUILD GUIDE
  40
  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 23 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 17.
  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 45. You can use a sheet of 
  your own design so long as it tracks the same information. 
  Digital sheets are acceptable as long as they are available 
  for GM review.
  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 Manager (OPM): The Organized Play 
  Manager 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 1st, 4th, and 8th levels 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 22 for a list of ways in which you 
  can spend Prestige Points.
  Priest: See Clergy.
  Quest: Quests represent short adventures designed to 
  last about 1 hour. 
  Rebuilding: The process of replacing one or more 
  of your character features as directed by campaign 
  rules, typically without cost. The most common type 
  of rebuilding is a 1st-level character rebuild, which you 
  may do freely anytime before playing an adventure at 2nd 
  level or higher. More information about rebuilding can 
  be found on page 8 and page 36.
  Regional 
  Venture 
  Coordinator 
  (RVC): 
  Regional 
  Venture-Coordinators, under the guidance of the 
  Organized Play Manager, 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 8 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 37 for rules about free rerolls.
  
  41
  PATHFINDER SOCIETY ROLEPLAYING GUILD GUIDE
  Retraining: This is the process for changing features 
  of your character after 1st level, following the rules 
  presented on page 188 of Pathfinder RPG Ultimate Campaign. 
  See page 36 for additional rules and costs of retraining.
  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 25 for more rules on worshiping 
  a deity and how to change the deity a PC worships.
  
  PATHFINDER SOCIETY ROLEPLAYING GUILD GUIDE
  42
  OPEN GAME LICENSE Version 1.0a
  The following text is the property of Wizards of the Coast, Inc. 
  and is Copyright 2000 Wizards of the Coast, Inc. (“Wizards”). 
  All Rights Reserved.
  1. Definitions: (a) “Contributors” means the copyright
  and/or trademark owners who have contributed Open 
  Game Content; (b) “Derivative Material” means copyrighted 
  material including derivative works and translations 
  (including into other computer languages), potation, 
  modification, correction, addition, extension, upgrade, 
  improvement, compilation, abridgment or other form 
  in which an existing work may be recast, transformed or 
  adapted; (c) “Distribute” means to reproduce, license, rent, 
  lease, sell, broadcast, publicly display, transmit or otherwise 
  distribute; (d) “Open Game Content” means the game 
  mechanic and includes the methods, procedures, processes 
  and routines to the extent such content does not embody 
  the Product Identity and is an enhancement over the prior 
  art and any additional content clearly identified as Open 
  Game Content by the Contributor, and means any work 
  covered by this License, including translations and derivative 
  works under copyright law, but specifically excludes Product 
  Identity. (e) “Product Identity” means product and product 
  line names, logos and identifying marks including trade 
  dress; artifacts, creatures, characters, stories, storylines, 
  plots, thematic elements, dialogue, incidents, language, 
  artwork, symbols, designs, depictions, likenesses, formats, 
  poses, concepts, themes and graphic, photographic and 
  other visual or audio representations; names and descriptions 
  of 
  characters, 
  spells, 
  enchantments, 
  personalities, 
  teams, personas, likenesses and special abilities; places, 
  locations, environments, creatures, equipment, magical or 
  supernatural abilities or effects, logos, symbols, or graphic 
  designs; and any other trademark or registered trademark 
  clearly identified as Product identity by the owner of the 
  Product Identity, and which specifically excludes the Open 
  Game Content; (f) “Trademark” means the logos, names, 
  mark, sign, motto, designs that are used by a Contributor 
  to identify itself or its products or the associated products 
  contributed to the Open Game License by the Contributor (g) 
  “Use”, “Used” or “Using” means to use, Distribute, copy, edit, 
  format, modify, translate and otherwise create Derivative 
  Material of Open Game Content. (h) “You” or “Your” means 
  the licensee in terms of this agreement.
  2. The License: This License applies to any Open Game
  Content that contains a notice indicating that the Open Game 
  Content may only be Used under and in terms of this License. 
  You must affix such a notice to any Open Game Content that 
  you Use. No terms may be added to or subtracted from this 
  License except as described by the License itself. No other 
  terms or conditions may be applied to any Open Game 
  Content distributed using this License.
  3. Offer and Acceptance: By Using the Open Game Content
  You indicate Your acceptance of the terms of this License.
  4. Grant and Consideration: In consideration for agreeing
  to use this License, the Contributors grant You a perpetual, 
  worldwide, royalty-free, non-exclusive license with the 
  exact terms of this License to Use, the Open Game Content.
  5. Representation of Authority to Contribute: If You are
  contributing original material as Open Game Content, You 
  represent that Your Contributions are Your original creation 
  and/or You have sufficient rights to grant the rights conveyed 
  by this License.
  6. Notice of License Copyright: You must update the
  COPYRIGHT NOTICE portion of this License to include the exact 
  text of the COPYRIGHT NOTICE of any Open Game Content You 
  are copying, modifying or distributing, and You must add the 
  title, the copyright date, and the copyright holder’s name to 
  the COPYRIGHT NOTICE of any original Open Game Content 
  you Distribute.
  7. Use of Product Identity: You agree not to Use any Product
  Identity, including as an indication as to compatibility, except 
  as expressly licensed in another, independent Agreement 
  with the owner of each element of that Product Identity. You 
  agree not to indicate compatibility or co-adaptability with 
  any Trademark or Registered Trademark in conjunction with 
  a work containing Open Game Content except as expressly 
  licensed in another, independent Agreement with the owner 
  of such Trademark or Registered Trademark. The use of any 
  Product Identity in Open Game Content does not constitute 
  a challenge to the ownership of that Product Identity. The 
  owner of any Product Identity used in Open Game Content 
  shall retain all rights, title and interest in and to that Product 
  Identity.
  8. Identification: If you distribute Open Game Content You
  must clearly indicate which portions of the work that you are 
  distributing are Open Game Content.
  9. Updating the License: Wizards or its designated Agents
  may publish updated versions of this License. You may use 
  any authorized version of this License to copy, modify and 
  distribute any Open Game Content originally distributed 
  under any version of this License.
  10. Copy of this License: You MUST include a copy of this
  License with every copy of the Open Game Content You 
  distribute.
  11. Use of Contributor Credits: You may not market or
  advertise the Open Game Content using the name of any 
  Contributor unless You have written permission from the 
  Contributor to do so.
  12. Inability to Comply: If it is impossible for You to comply
  with any of the terms of this License with respect to some or 
  all of the Open Game Content due to statute, judicial order, 
  or governmental regulation then You may not Use any Open 
  Game Material so affected.
  13. Termination: This License will terminate automatically
  if You fail to comply with all terms herein and fail to cure such 
  breach within 30 days of becoming aware of the breach. All 
  sublicenses shall survive the termination of this License.
  14. Reformation: If any provision of this License is held to
  be unenforceable, such provision shall be reformed only to 
  the extent necessary to make it enforceable.
  15. COPYRIGHT NOTICE
  Open Game License v 1.0a © 2000, Wizards of the Coast, 
  Inc.
  System Reference Document © 2000, Wizards of the 
  Coast, Inc; Authors: Jonathan Tweet, Monte Cook, and Skip 
  Williams, based on material by E. Gary Gygax and Dave 
  Arneson.
  Pathfinder Society Roleplaying Guild Guide, Version 
  9.0 © 2017, 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
  © 2017 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
  © 2017 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
  © 2017 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 v9.0.pdf