Pathfinder Society FAQ

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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.

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.

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.

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).

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.

Email pfsreportingerrors@paizo.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.

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

[ ] Evolving Destiny (Limited-Use, Service): Your early adventures have exposed you to difficult realities, forcing you to re-examine your skillset. Fortunately, your career is young, and course-correction is fairly straightforward. Between adventures, you can check the box that precedes this boon to completely rebuild your character so long as they have 48 or fewer XP (the Career Change boon allows you to rebuild a character of any level). Remove everything your character has purchased with gp, as well as their class, feats, skill proficiencies, and related features (but not their ancestry or background). Your character’s wealth is set to 85% of the total gold you’ve earned—this reduction represents a small amount lost from consumable use as well as items sold back for a particularly favorable rate. This rebuilding process does not change the amount of Fame, Reputation, or gp the character has earned, nor does it change the resources your character has expended on services such as spellcasting.


You can also refund any faction boons for the Fame price at which you purchased them, though you cannot sell back Limited-Use boons that you have expended or Faction Champion boons that you have used to earn Reputation for a faction.


All changes to the character must be applied by the time the character next plays an adventure; once the adventure begins, no further changes can be made with this boon.

[ ] Career Change (Limited-Use, Service): Your existing abilities have helped you achieve success in the field, but you’re overdue for a drastic change if you’re to continue succeeding in the adventures to come. Between adventures, you can check the box that precedes this boon to completely rebuild your character. Remove everything your character has purchased with gp, as well as their class, feats, skill proficiencies, and related features (but not their ancestry or background). Your character’s wealth is set to 85% of the total gold you’ve earned—this reduction represents a small amount lost from consumable use as well as items sold back for a particularly favorable rate. This rebuilding process does not change the amount of Fame, Reputation, or gp the character has earned, nor does it change the resources your character has expended on services such as spellcasting.


You can also refund any faction boons for the Fame price at which you purchased them, though you cannot sell back Limited-Use boons that you have expended or Faction Champion boons that you have used to earn Reputation for a faction.


All changes to the character must be applied by the time the character next plays an adventure; once the adventure begins, no further changes can be made with this boon.

[ ] [ ] [ ] Even when your careful searching doesn’t uncover all of a site’s valuables, you’re able to appraise, repair, and certify what you did recover to maximize their value. You can check a box that precedes this boon at the end of a scenario when you and your allies recovered 9 or fewer of the adventure’s Treasure Bundles. Increase the effective number of Treasure Bundles recovered by 1 for the purpose of calculating the group’s gold piece rewards.

The total number of additional Treasure Bundles provided by this boon cannot exceed the adventure's maximum (10, for a typical scenario).


Special: Multiple copies of this boon can be used during the same adventure, but only to recover up to a total of three lost Treasure Bundles.

Your contacts have introduced you to an influential member of another organization, allowing you to join that group or train in some of their techniques. Select an organization other than the Pathfinder Society. For the purpose of fulfilling prerequisites and Access conditions, you are treated as being a member of that group in addition to your belonging to the Pathfinder Society.


Special: You can apply this boon multiple times to the same character, but each time you apply it, you relinquish your membership in the previous group in order to join a different group. Before doing so, you must retrain any options that listed membership in your previous group as a prerequisite.


Organization selected: ______________________________________

Your friends in the Envoy’s Alliance share crafting materials and collaborate to create new items more efficiently. You only need to spend 1 day of downtime before attempting your skill check and subsequently beginning to reduce the item’s effective cost.

You have modified your wayfinder to resonate with your allies’ actions, allowing you to better help them in times of need. When you purchase this boon, you apply its benefits to one wayfinder in your possession, granting you a special free action ability when the wayfinder is invested and in your possession.


You can activate this ability as a free action before you Aid an ally. If you roll a success on the check to Aid, you instead get a critical success.


You can safely use this benefit once per adventure. You can attempt to use it a second time, overcharging the wayfinder at the risk of destroying it. When you do so, roll a DC 10 flat check. On a success, the wayfinder is broken. On a failure, the wayfinder is destroyed. If anyone tries to overcharge a wayfinder that’s already been overcharged, the item is automatically destroyed (even if it has been repaired) and does not provide the activated benefit.


Special: You can apply multiple upgrades to a single wayfinder. Each upgrade only affects one wayfinder in your possession, chosen when the boon is purchased. If a wayfinder has multiple upgrades on it, you can only safely use each ability once per scenario.


If the wayfinder with this upgrade is destroyed, you can apply the upgrade to another wayfinder during Downtime for no additional cost beyond that of the wayfinder itself.

You spend your free time studying learning new trivia or practicing unfamiliar languages. When you acquire this boon, choose a common language you don’t know or a Lore skill in which you are untrained. After purchasing this boon. you can spend Downtime practicing the selected language or skill. Once you have expended 50 days of Downtime in this way, you learn the chosen language or become trained in the chosen Lore skill. This boon then grants no further benefit.


Special: You can apply this boon multiple times to the same character. Each time you do so, select a different language or Lore skill.


Downtime days expended:

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You have modified your wayfinder to focus your mental energy, driving more reliable insights. When you purchase this boon, you apply its benefits to one wayfinder in your possession, granting you a special free action ability when the wayfinder is invested and in your possession.

You can activate this ability as a free action before you Recall Knowledge. If you roll a critical failure on the Recall Knowledge check, you instead get a failure.

You can safely use this benefit once per adventure. You can attempt to use it a second time, overcharging the wayfinder at the risk of destroying it. When you do so, roll a DC 10 flat check. On a success, the wayfinder is broken. On a failure, the wayfinder is destroyed. If anyone tries to overcharge a wayfinder that’s already been overcharged, the item is automatically destroyed (even if it has been repaired) and does not provide the activated benefit.

Special: You can apply multiple upgrades to a single wayfinder. Each upgrade only affects one wayfinder in your possession, chosen when the boon is purchased. If a wayfinder has multiple upgrades on it, you can only safely use each ability once per scenario.

If the wayfinder with this upgrade is destroyed, you can apply the upgrade to another wayfinder during Downtime for no additional cost beyond that of the wayfinder itself.

Word of your skill and expertise is spreading, and you find that increasingly prestigious clients are prepared to pay for your services. When using Downtime to Earn Income, you can choose to attempt a task of your level.

Normal: When Earning Income, a PC can attempt a task of their level –2 or lower.

You have modified your wayfinder to absorb a small amount of your exhaustion, allowing you to continue exploring unhindered. When you purchase this boon, you apply its benefits to one wayfinder in your possession, granting you a special ability when the wayfinder is invested and in your possession.

As an action, you can reduce the severity of your clumsy, enfeebled, or sickened condition, reducing that condition’s value by 1.

You can safely use this benefit once per adventure. You can attempt to use it a second time, overcharging the wayfinder at the risk of destroying it. When you do so, roll a DC 10 flat check. On a success, the wayfinder is broken. On a failure, the wayfinder is destroyed. If anyone tries to overcharge a wayfinder that’s already been overcharged, the item is automatically destroyed (even if it has been repaired) and does not provide the activated benefit.

Special: You can apply multiple upgrades to a single wayfinder. Each upgrade only affects one wayfinder in your possession, chosen when the boon is purchased. If a wayfinder has multiple upgrades on it, you can only safely use each ability once per scenario.

If the wayfinder with this upgrade is destroyed, you can apply the upgrade to another wayfinder during Downtime for no additional cost beyond that of the wayfinder itself.

It doesn’t matter how powerful your weapons are if you don’t know where to strike. You have taken the time to study a certain category of creatures, making it easier to recall their capabilities later. When you purchase this boon, either select one creature type from List 1 below, or choose two creature types from List 2. You gain a +1 circumstance bonus to Recall Knowledge about creatures of the selected type(s). If your Reputation tier with the Vigilant Seal is Revered, this bonus increases to +2.


List 1: [ ]aberration, [ ]animal, [ ]beast, [ ]construct, [ ]dragon, [ ]elemental, [ ]fiend, [ ]undead.


List 2: [ ]astral, [ ]celestial, [ ]ethereal, [ ]fey, [ ]fungus, [ ]giant, [ ]monitor, [ ]ooze, [ ]plant.


Special: You can apply this boon multiple times to the same character. However, the character must focus their training on one set of creatures before each adventure, and cannot benefit from multiple copies of the boon at the same time.

You have specially reinforced your wayfinder, devising a way for the device to absorb harmful energies. When you purchase this boon, you apply its benefits to one wayfinder in your possession, granting you a special  ability when the wayfinder is invested and in your possession. You gain the following reaction.

Resist Harm (reaction); Trigger You would take damage; Effect You gain resistance 1 to acid, cold, electricity, fire, force, negative, positive, and sonic damage  against one attack, spell, or effect. This applies only to the initial effect, not to any subsequent attacks or damage dealt by the effect (such as persistent damage or an ongoing hazard). This resistance increases to 2 when your reach the Admired Reputation tier with Vigilant Seal, and to 4 when you reach the Revered Reputation Tier.

You can safely use this benefit once per adventure. You can attempt to use it a second time, overcharging the wayfinder at the risk of destroying it. When you do so, roll a DC 10 flat check. On a success, the wayfinder is broken. On a failure, the wayfinder is destroyed. If anyone tries to overcharge a wayfinder that’s already been overcharged, the item is automatically destroyed (even if it has been repaired) and does not provide the activated benefit.

Special: You can apply multiple upgrades to a single wayfinder. Each upgrade only affects one wayfinder in your possession, chosen when the boon is purchased. If a wayfinder has multiple upgrades on it, you can only safely use each ability once per scenario.

If the wayfinder with this upgrade is destroyed, you can apply the upgrade to another wayfinder during Downtime for no additional cost beyond that of the wayfinder itself.

By spending your off-hours administering medical aid to those in need, you have developed extraordinary first aid instincts. After purchasing this boon, you can spend Downtime to provide medical services to others. Once you have expended 8 days of Downtime in this way, you can expend the boon as a free action before attempting a Medicine check to Administer First Aid, Treat Disease, Treat Poison, or Treat Wounds. You improve your check’s degree of success by one step (such as if you roll a failure, you get a success instead); the boon is not expended if your original roll is a critical success. Once you expend this boon, it provides no other benefit.

Special: You can apply this boon multiple times to the same character, though you cannot expend more than one copy of this boon per adventure.

You have specially augmented your wayfinder, devising a way for the device to reveal hidden creatures. When you purchase this boon, you apply its benefits to one wayfinder in your possession, granting it the following activation ability.

Activate [two-action] command (evocation, good, light) Effect The wayfinder glows with a spiritual radiance, revealing that which is hidden. 

This has the effects of faerie fire, except the effect occurs in a 10-foot radius centered around you.

You can safely use this benefit once per adventure. You can attempt to use it a second time, overcharging the wayfinder at the risk of destroying it. When you do so, roll a DC 10 flat check. On a success, the wayfinder is broken. On a failure, the wayfinder is destroyed. If anyone tries to overcharge a wayfinder that’s already been overcharged, the item is automatically destroyed (even if it has been repaired) and does not provide the activated benefit.

Special: You can apply multiple upgrades to a single wayfinder. Each upgrade only affects one wayfinder in your possession, chosen when the boon is purchased. If a wayfinder has multiple upgrades on it, you can only safely use each ability once per scenario.

If the wayfinder with this upgrade is destroyed, you can apply the upgrade to another wayfinder during Downtime for no additional cost beyond that of the wayfinder itself.

When you apply this boon, choose a common alchemical item or potion of your level or lower to which you have access. The Verdant Wheel has taught you how to craft this item far more efficiently and provided you with a source for the rare herbs and ingredients needed to make 1 batch (typically 4 copies of the item). Making the item with the Verdant Wheel's method uses the standard rules for Crafting the item, with the following exceptions. First, you must use Nature, Survival, or Herbalism Lore in place of Crafting for all purposes.  Second, you only need to spend 2 days of Downtime before attempting your first skill check and subsequently beginning to reduce the item’s effective cost. 


Special: You can apply this boon multiple times to the same character.

You can select the Leshy Familiar feat as a 2nd level class feat, even if you are not a druid. You can ignore the prerequisite of belonging to the leaf order.


When you apply this boon, you can retrain your 2nd level class feat to Leshy Companion without spending Downtime.

You are able to leverage your connections within the Society to raise funds for your allies’ resurrection, ensuring that everyone lives to see another adventure. You and your allies treat your effective character levels as 1 lower for the purpose of the raise dead spell and the resurrection ritual. This applies to both the level of the spell or ritual required, as well as to calculating the cost of the diamonds necessary to cast the spell or perform the ritual.

Long hours interacting with fragile manuscripts has taught you how to keep your hands steady. You can activate the following ability once per adventure.


Steady Hand [free-action] (fortune) Roll twice and take the higher result on a Thievery check. You can only activate this ability before rolling the check.

By traveling so widely, you have developed an intuitive talent for using esoteric techniques. Once per adventure, you can activate this boon as a free action to apply these techniques, gaining a +1 circumstance bonus to either all of your attack rolls or all of your skill checks for 1 round.

You have been entrusted with an accursed item from the Society’s vaults, and you can spend your time in the Grand Lodge patiently unraveling its malign influence. When you acquire this boon, choose a permanent magic item of your level or lower to which you have access. You can spend Downtime erasing the item’s stubborn curse. This uses the same rules as you would to Craft the item, with the following exceptions. First, you must use Arcana, Nature, Occultism, or Religion in place of Crafting for all purposes.  Second, you only need to spend 2 days of Downtime before attempting your first skill check and subsequently beginning to reduce the item’s effective cost. 


You can uncurse more than one magic item with this boon, but you must finish uncursing one item before beginning the next.


Item chosen: ________________________________


Item chosen: ________________________________


Item chosen: ________________________________

Your allies in the Radiant Oath faction performed a ritual to grant you holy protection against demons, daemons, devils, and similar evil beings. Once per adventure, when you roll a critical failure on a saving throw against a fiend, you get a failure instead.

If you are at least trained in Nature, you gain a bonus skill feat from the following list: Natural Medicine, Quick Identification, Recognize Spell, or Train Animal. If you have already selected one of these feats, you can freely retrain your selection.

Pathfinders often find strange treasures for which they might not have any use. In keeping with the Society's ethos of cooperation, generous Pathfinders spend some of their own time and resources tracking down other agents who could benefit more from these rewards. When you acquire this boon, select one [Uncommon/Rare/Unique] character option to which you’ve gained access through an adventure’s Chronicle Sheet or via a no-cost boon from the online boon store (e.g., a listed magic item or a boon that allows you to acquire a special animal companion). 


Choose another of your characters. That character gains access to that special option instead, though they may only use the option once their level equals or exceeds the lowest level able to play the Chronicle Sheet’s adventure (e.g., 5th level for Levels 5–8). The receiving PC must also meet any prerequisites for the boon (e.g. they must be Liked by a particular faction to access that faction’s unique gear from Lost Omens Pathfinder Society Guide). On the Chronicle Sheet or Boon, write “Bequeathed” and the recipient character’s number next to the option. You no longer have access to that option (and must retrain the character option or sell an item back for full cost if you acquired the option and would no longer qualify for it).



Option Chosen: _______________________________________



Bequeathed To: -20__________


Not, it does not. The boon allows you to transfer access to character options. The reference to Chronicle Sheets and rewards from the boon store exists to tell you which places that you could gain access are eligible for transfer via Bequeathal.

[ ] Spark of Life: A seed has been planted in the fey demiplane known as the Lodge of the Open Road. Inside this seed is a tiny spark of your essence. If you die during an adventure, check the box next to this boon to reduce the gold or material cost of a raise dead ritual to restore you to life by 50%. This ritual automatically succeeds (but cannot critically succeed). This boon does not stack with other boons which affect raise dead.


This boon is the same for all three level ranges.

Fluent in Cyclops: You've come into contact with cyclopes or their cultural artifacts, and you get the sense that you could pick up their language with a bit of study. You gain access to the Cyclops language, allowing you to learn Cyclops the next time you gain a language (such as through the Multilingual skill feat).


SPECIAL This boon applies to all of your Pathfinder Society (second edition) characters.

Baba Yaga's Tutelage: After journeying into Irrisen, you attracted the attention of Baba Yaga, who has decided to teach you a lesson or two—either in thanks for your conduct or in the belief that only through her harsh tutelage will you learn some respect for the Land of Eternal Winter. Choose one of your characters to receive one of the following benefits; keep a copy of this boon with that character’s records. 

Option 1: That character gains access to the rare Baba Yaga witch patron, as well as the character options that she grants: the spirit object hex, lesson of the frozen queen major lesson, the glacial heart hex, and inanimate object familiars. 

Option 2: The character can also elect not to take Baba Yaga as a patron, in which case they still gain access to the lesson of the frozen queen major lesson and the glacial heart hex. 

These options are described on pages 32–33 of Lost Omens Legends.

Character chosen: -20_________


Deckhand: You have gained access to the following background for all of your characters (include a copy of this Chronicle Sheet with any character who selects this background).


Deckhand    Background

The rolling waves of the high seas, the constant sway of the deck underfoot, and the creaking heights of a ship’s rigging are as familiar to you as solid ground. You might have worked on a simple fishing boat, a wealthy merchant’s galley, a mighty warship—or even a pirate’s caravel. Whether your crew retired, your ship sank, or you’ve turned to adventuring so you can keep all the treasure for yourself, you still retain an excellent sense of balance and quick reflexes.

Choose two ability boosts. One must be to Dexterity or Strength and one is a free ability boost.

You’re trained in the Acrobatics skill, and the Sailing Lore skill. You gain the Cat Fall skill feat.


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