Scenarios with Faction tags award bonus reputation with that faction for completing certain objectives. These should award 2 Reputation. Some early scenarios only awarded 1 Reputation under the Faction Notes at the end of the adventure; this is incorrect, and it should be 2.
When you have access to an uncommon or rare item, you can purchase it at its listed price. You can also purchase the formula for these items you have access to from the Pathfinder Society at the same price as a common formula of the same level. Only the PC with the relevant boon attached gains access to this item.
Formulas for items which limit how many a character may obtain (e.g. the dwarven daisy fireworks from Quest 5) are not available.
Yes, in most cases. If you are granted access to an item and its upgraded versions have the same rarity, you have access to those as well. For example, if you had access to the oil of object animation, this would also grant access to the greater oil of object animation, but the Common disrupting rune does not grant access to the Uncommon greater disrupting rune.
This does not apply if the higher-level item is Limited or Restricted (unless the source of access says otherwise), or if the item is not a strict upgrade (e.g. access to one Uncommon aeon stone does not grant access to all higher-level aeon stones).
Having access to an uncommon or rarer spell means that your character(s) can learn the spell in the same way they learn other spells, provided they meet all prerequisites. A character must have access to the spell to learn it from another character that knows it. Only the PC with the relevant boon attached gains access to this spell.
Characters with access to a weapon also automatically are granted access to basic ammunition for that weapon, if necessary (e.g. characters with access to a flintlock pistol also have access to firearm ammunition). Characters do not automatically have access to unusual types of ammunition for the same weapon, though other factors (Home Region, class, boons, etc) may grant such access.
Use DC 20 unless otherwise stated in the adventure. For particularly effective means of Aiding, the GM should consider giving the PCs a circumstance bonus on the check to Aid.
Yes, GMs can apply circumstance bonuses or penalties based on the PCs' actions. For guidance in how and when to apply these, see "Ad Hoc Bonuses and Penalties" on page 12 of the Pathfinder Gamemastery Guide.
Hero Points cannot be used on Downtime checks.
Pathfinder Society characters may not pay for hirelings as listed in the Core Rulebook. More capable hirelings are available via the Achievement Points system.
If a character does not meet the prerequisites for any bonus Pathfinder Training feat, they can hold off on making a selection until they do meet the prerequisites for at least one feat. Since all classes grant skill increases at 5th level, characters who would not otherwise meet the prerequisites might consider using that skill increase to qualify.
Some of the feats available at 5th level are feats that can be taken more than once (e.g. Multilingual and Assurance), so most characters should have a feat option available. However, if a character truly has exhausted all options, they may instead take a 1st level skill feat for which they qualify.
Yes. As long as the final character is a valid character that could have been built from 1st level with access to all options, newly-accessible options may be chosen. It is not necessary to track the exact time when a character gained access to a particular option.
Pathfinder Society uses the optional rules published with the liminal on page 143 of Bestiary 3 for this situation, which are reproduced here:
There aren’t default rules for a creature choosing to be hit[...], but you can allow an ally to improve their outcome by one degree of success against a willing target or allow the target to worsen the result of their saving throw by one step.
If a character has fewer than 20 Hit Points, treat their Hit Points as 20 when determining if their character dies from massive damage.
If a scenario calls for a specific Lore and a player has an extremely similar Lore (such as Pathfinder Lore in place of Pathfinder Society Lore), the GM should permit the use of that Lore. If a Lore is adjacent (e.g. Academia Lore in place of Library Lore), the GM can permit its use if they feel the two overlap enough. Ultimately, the GM is empowered to use their best judgment in such situations.
Non-summoned minions do not immediately die when they reach 0 HP. Instead, they begin dying much like player characters and must make Recovery Checks at the beginning of their controller's turns. Their controller's initiative count does not change when this happens, and if they reach Dying 4, they die as usual.
Undead PCs, such as skeletons, follow the following rules, in addition to all rules from their source material. Please note that these are campaign-specific clarifications and should not be treated as official errata or design clarifications.
- Skeletons and other undead do not use the undead creature traits, instead using the Basic Undead Benefits (Book of the Dead 44).
- Skeletons and other undead do not need to breathe unless otherwise stated.
- Undead PCs cannot be targeted by PC-casted resurrect rituals or similar. We have updated the Second Chance boon to indicate that it can also be used to bring these PCs back to life in their undead state if desired.
- As per an update to the Guide to Organized Play, undead PCs can obtain an oil of unlife anytime a Pathfinder Society-aligned NPC would give them an equivalent potion of healing. The Character Options have also been updated to allow all PCs to purchase oils of unlife without owning the Advanced Player's Guide.
Characters from Absalom have access to Erutaki, Hallit, Kelish, Mwangi, Osiriani, Shoanti, Skald, Tien, Varki, Varisian, and Vudrani.
The regions listed in the CRB are the ones that have been fully defined. Future books may define additional regions. In the meantime, for other areas of the world, you can select a single nation to gain access to options tied to that nation.
The Character Options entry for many books says, "All options are of standard availability unless specifically noted otherwise." Languages are a type of option that characters can select, so they are included in this statement.
For Unconventional Weaponry, look for access conditions based upon nationality, ethnic group, or other groups of similar broad significance. It does not cover organizations that PCs might choose to join (such as the Firebrands, Hellknights, Knights of Lastwall, or Magaambya).
For the purposes of Pathfinder Society play, choosing the following regions as a Home Region (or with the World Traveler boon) grants access to the following items:
Region Items Granted Vudra katar, temple sword, urumi Jinin, Minkai, Shokuro kama, katana, naginata, nunchaku, sai, shuriken, tekko-kagi, wakizashi Golden Road kukri, khopesh Impossible Lands katar, kukri, temple sword, urumi Mwangi Expanse mambele Saga Lands bladed scarf High Seas boarding axe
Yes, players may upgrade permanent magical items or items made from special materials using the Crafting rules on page 535 of the Core Rulebook. Players may not upgrade adventuring gear or consumable items in this manner.
Yes. The Pathfinder Society has numerous crafters that assist their fellow agents. Use the rules for upgrading magic items on page 535 of the Core Rulebook.
Tiny PCs use all rules for Riding PCs and Tiny PCs as detailed on page 66 of Lost Omens Ancestry Guide. In addition, Tiny PCs use the following clarifications for Pathfinder Society play:
- Your character has contacts and connections within the Pathfinder Society that allow them to procure appropriately-sized gear. Whenever gear is available for purchase, your character can secure a version of this gear that is appropriate for their size.
- Specific items found in the course of the adventure are typically sized for Medium creatures. Use the standard rules for Medium creatures using Large equipment to adjudicate the effects of using equipment that is too large for them (for example, your Tiny PC can wield a Small or Medium weapon, though it’s unwieldy, granting them the clumsy 1 condition).
- When your Tiny PC invests a magic item, the item automatically shrinks to an appropriate size and Bulk.
For the purposes of Pathfinder Society play, modify the Divine or Primal Spellcasting entries of these classes (or the Spellbook entry, for the Wizard) to remove the phrase “in this book” or "from this book." These characters have access to all common spells on their respective spell lists as outlined on the Character Options page. The Resource Ownership rules still apply for these characters as normal.
Characters who previously spent gold to Learn a Spell that they now have access to natively are refunded the gold spent.
By default, champions and cavaliers do not have access to animal companions without the mount special ability. However, boons may grant access to other options in the future.
A unique animal companion cannot be restored by spending a week of Downtime as other animal companions can. Animal companions and other minions can always be restored to life by spells such as raise dead or the Second Chance Achievement Point boon.
Email email@example.com with your Organized Play ID, the incorrect boon, and your desired resolution (either a refund of the points or transfer to a different character).
Career Change and Evolving Destiny do not allow this.
Career Change and Evolving Destiny do permit characters to change the ability score boosts and flaws selected at character creation. They still do not permit alteration of the selected ancestry, heritage or background. As of October 8, 2021, the boons’ text has been updated to reflect this clarification.
Party members may contribute gold to any costs incurred as part of the resurrection ritual. They may also sell the deceased characters’ items to help contribute to the cost if the player consents.
The spells available are: circle of protection, discern lies, drop dead, ethereal jaunt, false vision, globe of invulnerability, hallucinatory terrain, locate, magic aura, mind blank, mind reading, nondetection, power word blind, power word kill, power word stun, protection, spell turning, stone tell, or undetectable alignment
The items available are: aeon stone (clear spindle), aeon stone (dull gray), aeon stone (gold nodule), aeon stone (lavender and green ellipsoid), aeon stone (lavender ellipsoid), aeon stone (orange prism), aeon stone (pink rhomboid), aeon stone (tourmaline sphere), bloodletting kukri, brooch of shielding, cape of the mountebank, channel protection amulet, chime of opening, clandestine cloak, dancing rune, dragonslayer’s shield, elven chain, floating shield, forge warden, greater disrupting rune, holy prayer beads, invisibility potion, katana, katar, keen rune, kukri, mending lattice, oil of animation, oil of keen edges, panacea, potion of tongues, ring of counterspells, spell-storing rune, spiked chain, or swift block cabochon
Avid Collector—APG (Slotless): As a Pathfinder, you periodically come across obscure items that are unfamiliar to most other adventurers. Select one of the uncommon items from the Pathfinder Advanced Player’s Guide listed below when you assign this boon to a character. You have access to the item, allowing you to purchase it.
You can assign multiple copies of this boon to a character, each time selecting a different item.
Item Options: candle of invocation, claw blade, daikyu*, fire-jump ring, four-ways dogslicer, khakkara, oil of object animation, potion of disguise, spiritsight crossbow, staff of impossible visions, tengu gale blade, victory plate**, wakizashi
*For the daikyu, ignore the following limitation from Advanced Player’s Guide page 248: “Using a daikyu while mounted limits its firing range to your left side.”
**A character with victory plate begins with no victories recorded within the tabard. At the end of an adventure, write the victories currently recorded within the tabard in the Notes section of your chronicle sheet. Those victories carry over to the character’s next adventure.
The spells available are: nudge the odds, spiritual attunement or zero gravity.
The items available are: bane rune, chatterer of follies, deck of illusions, deck of mischief, detect anathema fulu, fulu compendium, north wind's night verse, rune of sin, shortbread spy, south wind's scorch song, thousand-blade thesis.
The items available are as follows:
Bellweather Lodge: big rock bullet, blindpepper bolt, chopping evisceration snare, deadweight snare, dread rune, enfilading arrow, envenomed snare, mudrock snare, rending snare, sulfur bomb
Catfish Salvage Solutions: bitter rune, cold comfort, cursebreak bulwark, malleable mixture
The Clockwork Caravan: clockwork spider bomb, periscopic viewfinder, spring-loaded net launcher, clockwork familiar
Dracori’s Sensory Emporium: burning badger guts snare, coin of comfort, dragonfly potion, glittering snare, mirror-ball snare, tar rocket snare, wet shock snare
Historia Reliquary: amaranthine pavise, drum of upheaval, rampart shield, rhino shot, staff of final rest
Kraken’s Vigor: arctic vigor, crown of insight, enveloping light, reflexive tattoo, kraken’s guard, queasy lantern, stanching rune
Lost & Found: avalanche of stones snare, bloodthirsty rune, crushing rune, dinosaur boots, pillow shield, psychic brigandine, pummeling snare, quick runner’s shirt, raining knives snare, rock ripper snare, silhouette cloak, singularity ammunition, static snare
The Mask and Moon: brewer’s regret, dragon’s blood pudding, fire and iceberg, impossible cake, follypops, server’s stew, thrice-fried mudwings
Material Changes: dweomerweave robe, energy robe, mirror robe, pickpocket’s tailoring, quick wig, shade hat, wardrobe stone, wig of holding
The Menagerie: hosteling statuette, swarmform collar, waverider barding
Merrygleam: popdust, sneezing powder
Relics & Remembrance: anchoring rune, hauling rune, implacable rune, Sarkorian god-caller garb, sky serpent bolt, wand of fey flames, wovenwood shield
The Resplendent Rose: alluring scarf, harmonic hauberk, hopeful rune, prismatic plate, vine of roses, wand of thundering echoes
The Rune Room: called rune, dragon’s breath rune, paired rune, presentable rune, snagging rune, soft-landing rune, spell-bastion rune, wind-catcher rune
The Unscathed Blade: burnished plating, dragon’s crest, reinforced surcoat, shield augmentation, twining chains, skyrider sword, fanged rune, thundermace, tri-bladed katar, asp coil, dueling spear, elven branched spear, piranha kiss, tonfa, butchering axe, sickle-saber, spiral rapier, switchscythe (level 1), Hongali hornbow
Urban Garden Jewelers: brooch of inspiration, crown of the fire eater, fleshgem, lady’s knife, magnifying glass of elucidation, mirror of sleeping vigil, staff of the dreamlands
The items available are as follows:
- Weapons: backpack ballista, backpack catapult, dart umbrella, injection spear, pantograph gauntlet, repeating crossbow, repeating hand crossbow, repeating heavy crossbow, umbrella injector
- Combat Gear: blade launcher, bomb launcher, deployable cover, grappling gun
- Gadgets: ablative armor plating, ablative shield plating, blast boots, cauterizing torch, clockwork goggles, cryomister, etheric essence disruptor, explosive mine, flare beacon, gadget skates, gecko pads, impact foam chassis, material essence disruptor, smoke fan, wind-up cart
- Snares: acid spitter, binding snare, clockwork chirper, clockwork monkey, flame drake snare, fire box, frost worm snare, noisemaker snare, puff dragon, shrapnel snare, tin cobra
- Utility Gear: clockwork disguise, clockwork diving suit, clockwork megaphone, day goggles, extendable pincer, heated cloak, holy steam ball, nightbreeze machine, paper shredder, timepiece
- Magical Wheelchairs: frog chair, spider chair
- Weapons: air repeater, coat pistol, fire lance, flintlock musket, flintlock pistol, hand cannon, long air repeater, arquebus, blunderbuss, clan pistol, double-barreled musket (level 1), double-barreled pistol, dragon mouth pistol, dueling pistol (level 1), harmona gun, jezail, mithral tree, pepperbox, slide pistol (level 1), dwarven scattergun, flingflenser
- Beast Guns: breath blaster, drake rifle, growth gun, petrification cannon, screech shooter, spider gun, spike launcher, tentacle cannon
- Cobbled Firearms: spoon gun, big boom gun, liar’s gun
- Combination Weapons: axe musket (level 1), black powder knuckle dusters, cane pistol, dagger pistol, gnome amalgam musket (level 1), gun sword (level 1), hammer gun (level 1), mace multipistol, piercing wind, rapier pistol, three peaked tree (level 1), explosive dogslicer
- Ammunition: awakened metal shot, black powder, dreaming round, eroding bullet, fairy bullet, glue bullet, meteor shot, stepping stone shot
- Tools and Accessories: concealed holster, firearm cleaning kit, practice targets, silencer, tripod, waterproof firearm carrying case, gunner’s bandolier, immaculate holsters, lucky draw bandolier, immovable tripod, portable weapon mount, air cartridge firing system, breech ejectors, large bore modifications, underwater firing mechanism