List of rules content used in the Pathfinder Society campaign.


A snapshot of your organized play experience, including characters, in-game benefits, and a play log.


Instructions for participating in organized play activities. 


Join community members in discussions related to Pathfinder Society.


Blank character sheets to use in making your character


Premade versions of Pathfinder iconic characters for in-game use.


FAQ, Rules updates and clarifications from the Paizo design team.


Information relating to the Pathfinder Society (first edition) Campaign.

  • Pathfinder Society Scenarios

    Scenarios are adventures with immerse you as a hero in ongoing Pathfinder Society storylines. Scenarios contributing to the year-long metaplot have the metaplot tag on their product pages. Running time 4-5 hours.

  • A group of adventurers sitting in from of a tavern fire, joyfully looking over a map

    Pathfinder Society Quests

    Quests are 2-3 hour adventures for Pathfinder Society characters. These adventures are a shorter way to try out the world of Pathfinder Society.

  • Society members gathered around a game table

    Pathfinder Society at Conventions

    Visit us at PaizoCon, Gen Con, or other conventions in your area listed on the Conventions Calendar


following the devastating return of the Whispering Tyrant and his undead hordes, agents from across the Inner Sea and beyond banded together to reclaim lodges, recruit new members, and restore knowledge and information lost to time and disuse. As Pathfinder agents worked together to reclaim lost stories from their organization’s distant past, they also concluded a long-running diplomatic foray with the Absalom kobold civilization known as the Sewer Dragons, while finding new friends in the iruxi nation of Ekkeshikaar, the hobgoblin nation of Oprak, and the Iobarian leshy community.

The Society’s many adventures and discoveries resulted in a climactic battle in the jungles of the Mwangi Expanse. In overcoming a powerful monarch of the First World and their fey minions, the Society gained control of an ancient demiplane and discovered one of their own inside: founding member of the Pathfinder Society and half-orc adventurer of legend, Gregaro Voth. With Voth’s unique historical perspective and a resounding victory under their belts, the Pathfinder Society set their eyes on another adventure: founding a new lodge in the haunted ruins of the northern subcontinent known as Iobaria.

What began as an exciting foray into the ancient forests and ruins of Iobaria quickly turned disastrous, as one of the Society’s leaders became possessed by a malign spirit and vanished into the wilderness! With the assistance of new allies, the Pathfinders enacted a daring ritual to track down their missing leader. In the process, they discovered a terrifying demon lord trying to force its way onto Golarion. They mustered all the strength they could to confront the demon lord amidst a ruinous firestorm, finally forcing it back to its Abyssal realm.

With the Pathfinder Society’s recent efforts focused on confronting dangers far and wide, new threats arose closer to home. Before the Society has even had a chance to celebrate its recent victories, a series of troubling correspondence from across the Inner Sea flooded the Grand Lodge—mysterious events threatened several of the Society’s lodges, all at once! In dealing with these disasters, the Pathfinder Society eventually learned that an old nemesis was responsible for coordinating the attacks. In a dramatic confrontation, the Society prevented their nemesis from absconding with a vast hoard of magical treasures. Now, it’s up to the Society to learn the secrets behind these treasures, discover why their nemesis wants to get her hands on them, and prevent her from enacting her evil schemes!

With a trove of mysterious treasures and a powerful villain lurking in the shadows waiting to snatch them back, the Pathfinder Society launched into a year of study and research, determined to find the link between the strange items and what their enemy might be planning. New friends and allies were discovered while the Pathfinders fought back against the army of their night hag enemy’s changeling children. In a climactic battle across two planes and within the deserts of old, the Society was finally victorious and able to put a stop to her villainous machinations! Now, the Pathfinder Society turns to their original creed, vowing to explore the world and discover the unknown with a strange member of their leadership at the helm! uses cookies. You can block from using cookies within your browser settings, but doing so will hinder site functionality.

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