PATHFINDER: PFSociety OpenPlay
Transcript of PATHFINDER: PFSociety OpenPlay
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Guide to Pathfinder Society
orGanized Play
By Joshua J. Frost and nicolas logue
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Guide to
Pathfinder Society
orGanized Play
VerSion 1.18/11/08
Designers: Joshua J. Frost and Nicolas Logue
Development: Jason Bulmahn, Joshua J. Frost, and Sean K Reynolds
Editors: James Jacobs and Erik Mona
Managing Art Director: James Davis
Cover Artist: Warren Mahy
Interior Art: Wayne Reynolds
Organized Play Coordinator: Nicolas Logue
Publisher : Erik Mona
Paizo CEO: Lisa Stevens
Vice President o Operations: Je Alvarez
Director o Marketing: Joshua J. Frost
Corporate Accountant: Dave Erickson
Sales Manager: Chris Sel
Technical Director: Vic Wertz
Online Retail Coordinator: Jacob Burgess
The OGL can be ound on page 29 o this product.
Paizo Publishing, LLC
2700 Richards Road, Suite 201
Bellevue, WA 98005paizo.com/pathndersociety
Product Identity: The ollowing items are hereby identied as Product Identity, as dened in the Open Game
License version 1.0a, Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper names
(characters, deities, artiacts, places, etc.), dialogue, plots, storylines, language, incidents, locations, characters,
artwork, and trade dress.
Open Content: Except or material designated as Product Identity (see above), the contents o this Paizo
Publishing ga me product are Open Game Content, as dened in the Open Gaming License version 1.0a Section
1(d). No portion o this work other than the material designated as Open Game Content may be reproduced inany orm without written permission. To learn more about the Open Game License and the d20 System License,
please visit wizards.com/d20.
The Guide to Pathnder Society Organized Play is published by Paizo Publishing, LLC under the Open Game License
v 1.0a Copyright 2000 Wizards o the Coast, Inc. All other trademarks are property o Paizo Publishing, LLC.
2008 Paizo Publishing. All Rights Reserved.
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by the Societ y wherein only the most impressive nds
and bravest exploits o the Pathnders are immortalized.
Pathnders also ollow a loose code that governs their
actions: Explore, Report, and Cooperate (more on this
later.)
Pathnders are a diverse bunch o scoundrels and
wanderers. Beyond their adventures as Pathnders, theyoen nd themselves mixed up in the murky politics
o Absalom and the ve nations who seek to control the
City at the Center o the World rom behind the scenes.
The campaign centers on the sprawling city o Absalom,
where ve actions engage in a shadow war or control
o the citys politics and economy (more on Factions in
Chapter 3.) As you play, the outcome o your adventures,
your actions, and your deeds aect events on a global
scale, turning the tide o secret wars between some o
Golar ions most powerul nations.
In Pathnder Society Organized Play, you play a member
o the Pathnder Society, seeking ortune and glory all
over the ace o Golarion. At the same time, your characterworks or one o the ve competing nation-based actions,
all with their own motivations and secret agendas.
Pathnder Society Organized Play is a constantly
evolving mega-campaign played by thousands o players
and the adventures you experience are shared by players
around the world. Play is organized into Seasons,
throughout which the actions and achievements o you
and your ellow Pathnders create an ongoing storyline.
Season 0 launches at Gen Con in 2008 . Season 0 is Paizos
playtest season, a chance or us to explore possibilities
and determine the best structure or our organized play
system. This allows us to perect Pathnder SocietyOrganized Play or Season 1 launch at Gen Con 2009,
when we will begin using the Pathnder Roleplaying Game
as the ocial roleplaying game o the Society. For more
inormation on the Pathnder Roleplaying Game, visit
paizo.com/pathnderRPG.
Each season consists o dozens o Pathnder Scenarios
(short, 4-hour adventures). Some o these take place in the
teeming city o Absalom, while others range all across
Golarion. Throughout the course o a season, the exploits
introduction
As to your lie and limb, I make you nopromises, novice. Rest assured, you shallnever succumb to boredom and your eatsand exploits will be sung and scripted or thecommon olk to marvel. The time to nd your
path is at hand.Venture-Captain Alissa Moldreser va
Welcome to the Guide to Pathnder Society Organized
Play! Within these pages you will nd everything you
need to bring your very own Pathnder character to lie.
Whether you are new to the 3.5 edit ion o the worlds most
popular roleplaying game, or a veteran o pen & paper
roleplaying games, the answers to your questions about
Pathnder Society Organized Play are right here! Beyond
this guidebook you will need the core 3.5 rulebooks (PH,
DMG, and MM), since this document reerences the 3.5
rules on numerous occasions.
chaPter 1the Pathfinder Society
On Golarion, the world o the Pathnder Chronicles
campaign setting, the Pathnder Society is an
organization o explorers, vagabonds, sages, and treasure
hunters determined to plumb the depths o the darkest
tombs and collect relics and lore rom bygone ages.
They travel the world braving traps, monsters, assassins,dangerous natives, and worse, all in order to discover
the secrets o the past and to advance understanding o
Golar ions many cultures. Some Pathnders are dedicated
explorers who risk lie and limb in the pursuit o ancient
lore or lost relics. Just as many Pathnders are litt le more
than eckless mercenaries, glory hound adventurers, and
gold-hungry tomb raiders. Regardless o their intentions,
every member shares one common dream: to contribute
to the Pathnder Chronicles, printed edit ions o lore coveted
Guide to
Pathfinder SocietyorGanized Play
By Joshua J. Frost and nicolas logue
Version 1.18/11/08
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Guide to Pathfnder Society Organized Play
o you and your ellow Pathnders help shape the story o
our campaign. Pathnder Society Scenarios are threads in
a tapestry, and the tale they weave is entirely up to you.
The Pathnder Society on GolarionThe Pathnder Society has existed since the ounding o
Absalom 400 years ago. Its history, raught with the daringexploits o brave heroes, has long enchanted the populace
o the Inner Sea. Members include treasure hunters,
explorers, tomb raiders, historians, and vagabonds who
roam the arthest reaches o the world seeking lost relics
o 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 o buried tombs and monuments
o bygone ages.
Upon the completion o a particularly notable discovery
or journey, society members send a record o their
exploits to their venture-captain superior, who in turnreviews it or accuracy beore orwarding the manuscript
to the masked leaders o the Pathnder Society, the
cryptic Decemvirate, an inner circle o 10 experienced
Pathnders who guide the Societys activities. This
guidance is quite subtle, allowing individual Pathnder
agents to believe they act o their own accord when they
are actually doing the bidding o the Ten.
The Society recognizes no ormal bylaws, but adherence
to a general code o behavior is expected o all members,
and reports o activity in contrast to this code are
grounds or removal rom the organization. The three
most important member duties are as ollows:
Explore: Pathnders are expected to urther theknowledge and reputation o the Society by traveling to
distant lands, unearthing orbidden secrets, and piecing
together the secret history o the world. Agents are
encouraged to travel uncharted lands in search o ever-
more-antastic mysteries.
Report: In the course o their adventures, Pathnders
are expected to keep detailed journals, maps, and accounts
o their exploits. At t he conclusion o a successul mission,
the agent sends a copy o his notes to his immediate
superior, a regional venture-captain, who makes a
ull analysis (oen involving divination). Especially
noteworthy exploits make their way to Absalom and theDecemvirate, who compile the best tales into irregularly
published editions o the Pathnder Chronicles, which
make their way back to venture-captains or distribution
to Pathnder agents in the eld.
Cooperate: The Society places no moral obligations
upon its members, so agents span all races, creeds, and
motivations. At any given time, a Pathnder lodge might
house a end-summoning Chelaxian , an Andoren reedom
ghter, an antiquities-obsessed Osirian necromancer,
and a riendly Taldan raconteur. Pathnder agents are
expected to respect one anothers claims and stay out o
each others aairs unless oering a helping hand.
The Pathnder LodgeMost Pathnders wander the world in search o riches
and adventure, settling down only long enough to plantheir next caper or ully exploit an ancient ruin o its
treasure and secrets.
But another class o Pathnder exists, a group unknown
to the populace at large yet integral to the success o the
organization. These are the venture-captains who manage
regional aairs and their at-times-considerable cadres
o cohorts, retainers, menials, and guardians. Venture-
captains generally stat ion themselves in Pathnder lodges,
unassuming locales meant to house the paperwork, plans,
and inrastructure o the society while also occasionally
serving as temporary residences or wandering Pathnder
agents. The Grand Lodge o Absalom stands aloneamong its ellows. Unlike lesser chapter houses in towns
throughout the continent, which oen mask their purpose
behind acades o commerce or domesticity, the Grand
Lodge wears its aliation proudly. The Glyph o the
Open Road, so oen hidden in a maps compass rose or a
books embellishment to show the covert approval o the
Pathnder Society, blazes above the gate o a sheer-walled
redoubt at the heart o Absalom. The wall circles seven
sturdy ortresses that date back to the citys ounding,
perhaps the estate o a long-dormant noble house or the
one-time bastion o a orgotten government. For the last
400 years this has been the stronghold o the Pathnders,
the seat o the Decemvirate, and the legendary repositoryo the orders treasures and legends.
The Pathnder ChroniclesLesser scholars and tomb-robbers unaliated with the
Pathnder Society are crass villains who contribute
nothing to the greater understanding o the world, selling
o their treasures without bothering to record the stories
behi nd them or urther understanding o lost races,
cultures, and times. This is what sets the Pathnders
apart. The Chronicles , gathered over centuries o daring
work, records the Societys exploits and shares them
with the entire organization. Most volumes come packedwith maps, trap diagrams, and detailed explanations
leading to highly protable and extraordinarily ragile
locales. Common treasure-hunters, bizarre cultists, and
wealthy artiact collectors do their best to acquire copies
o the journals, and a multi-volume set can oen etch
thousands o gold pieces in the right markets. It is the
burning dream o every Pathnder to someday see t heir
own exploits immortalized in the ultra-exclusive pages
o the Pathnder Chronicles.
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In Pathnder Society Organized Play, experience is
streamlined. When you complete a scenario you gain 1
XP. For every 3 XP you earn your character gains one level.
Experience points are no longer an expendable resource
(there are no item creation rules, and spells that normally
require XP to cast are either rebuilt so as to no longer
utilize XP as a component or have been excluded romthe campaign completely). Anytime you would normally
receive an XP penalty or a multiclassing choice, you are
instead prohibited rom making that choice in Pathnder
Society Organized Play.
Beyond XP, you will also gain Prestige Awards (PA)
based on the number and diculty o action missions
you complete while playing through scenarios. PA not
only earns you special rewards rom your action, but
its also added to your actions total Prestige Score. Your
actions Prestige Score is a measure o their inuence in
the Inner Sea region and their level o control over the city
o Absalom. The PA you earn is pooled with PA earned byother members o your action, together contributing to
the increased power o said action. Factions and PA are
covered in greater detail in Chapter 3.
chaPter 3:factionS
At present, ve shadowy, nation-based actions struggle
or secret and subtle dominance o Absalom Andoran,
Cheliax, Osirion, Qadira, and Taldor. These ancient
and powerul nations have long been major players inAbsaloms aairs, each waxing and waning with the
sands o time. Now, in the year 4708, they nd themselves
on equal ooting in the City at the Center o the World,
each poised to seize control o the city through political
and economic maneuvering. They have their own unique
reasons or wanting to control Absalom, but they all
share one goal in common: they hope to one day turn this
secret war into open and total control o the Inner Seas
most strategically located mercantile metropolis.
The actions o Absalom have long despised one another.
History is raught with their bloody euds, brutal wars,
and oppressions. At the end o Season 0, one action shal lstand higher than the others, their talons sunk deep into
Absaloms aairs reaping grand rewards. With each new
season, though, come new opportunities. The winds o
Absalom blow hot and erce and they change direction
without warning. Will you be a devil scholar o Cheliax,
a brave Andoren reedom ghter, a veiled vagabond o
Qadira, an Osirian with pharaohs blood running in your
veins, or a secret blade o Taldor? Choose wisely, or your
actions may change the ace o Golarion.
chaPter 2:Pathfinder Society
orGanized Play baSicS
Joining Pathnder Society Organized Play is easy! Firs t,create a Paizo account by visiting paizo.com, clicking on
the Sign-In link at the top o the page, and then clicking
on the Create a New Account button. Then, ollowing
the guidelines in Chapter 4, create your very own 1st level
Pathnder character and register him or her at paizo.
com/pathndersociety by clicking on the My Pathnder
Society link. Here, you can also set up an optional
prole or your character, talk to other Pathnder Society
members, and download and print your membership
card. In the uture, youll be able to use the Pathnder
Society website to locate nearby Pathnder Society events
run at conventions, game stores, or other sanctioned play.Youll even be able to even organize events on your own
with a group o your riends.
You can play your Pathnder Society Organized Play
character in any sanctioned Pathnder Society Scenario,
and you can play with a wide variety o players by
attending conventions and playing in events anywhere
in the world. You can even make multiple Pathnder
Society characters i you like and play them in dierent
adventures, though you cannot play the same scenario
twice (more on this later.)
The special nature o this campaign means a couple
o changes rom the home games you are accustomed to.
For one, your Pathnder Society character cannot earnexperience or treasure rom any adventure, scenario,
or event outside o the campaign. Pathnder Society
Scenarios may only be run by an ocial Game Master
(dened as someone who has registered as a Pathnder
Society member, has a membership number, and wishes
to GM), who is then responsible or insuring the accuracy
o each players chronicle or that scenario as well as
reporting the tracked results to a coordinator (at a
convention) or reporting them to us on paizo.com (or in-
store and home play).
For each scenario, players wi ll receive a chronicle sheet
that theyll need to ll out in order to accurately tracktheir progression and there are three spots on that sheet
that need to be signed o on by their GM. At conventions,
there will also be a small, additional convention tracking
sheet that the GM has to ll out or each player and then
turn in to Pathnder Society HQ so the convention
coordinator can upload the inormation tracked online
at paizo.com. For non-convention play, the GM is
responsible or uploading the inormation tracked onli ne
(see Chapter 9).
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Missions and Prestige
You do honor to your action by succeeding in specic
missions. Each scenario contains one or more missions
dedicated to your specic action, all tasks that, i
completed, give your action a small advantage in their
shadow war against the other our. During a scenario,
your action might ask you to make sure a crime lord dies,protect an innocent merchant caught in crossre, save a
kidnapped child, hand o an important letter, oil an
assassination, or locate a letter o marque. Whatever the
mission, a positive outcome earns you and your action
one point o Prestige Award. Every Pathnder Society
Scenario oers the same potential amount o PA to each
action. Its up to you to make sure your action scores
higher than its competitors.
As your Prestige Award total increases, your action
rewards your excellent service with ever-increasing
boons. In Chapter 8, youl l nd an expanded list o items,
abilities, and services your Pathnder gains access to ashis or her PA increases. These items are rewards rom your
action or your loyalty and hard work and reect your
growing inuence within your own action. All o these
items are outside o the normal list o items available or
purchase and can be purchased at any time once youve
unlocked the ability to purchase them.
Choosing Your FactionEvery Faction has its own unique history, culture, style
and specialty. Each has its own modus operandi in the
ongoing shadow war or control o Absalom, and each
oers Pathnders in their service dierent boons.
Choosing your Faction is as important as choosing yourcharacter class or raceit denes your character in the
campaign, and ties your Pathnder to one particular
nations destiny. Beore you choose your Faction, peruse
each careully and pick the most exciting one. Once this
choice is made, it cannot be changed until the end o
Season 0 (aer next years Origins in June o 2009), so
choose wisely.
andoran
The days o kings are long gone. We are theuture o humanity, and o all peoples. Ruled by
no crown or scepter, we instead rule ourselves.Captain Colson Mardris, Eagle Knight o Andoran
From humble beginnings as loggers and merchants, the
Andorens proved themselves survivors on a hard rontier.
Even beore they won their independence they were an
impressive people. Brave explorers and canny merchants,
they were the rst to sail the sea beyond the Arch o
Aroden. They settled distant colonies, hewing a lie
ABSALOMALIGNMENT: N
CAPITAL: Absalom (303,900)
NOTABLE SETTLEMENTS
Diobel (4,850), Escadar (11,700)
GOvErNMENT
Grand Council composed o representatives rom several
major noble houses and religious groups. The greatest o this
council, called the primarch, enjoys a wide range o powers.
LANGuAGES
Common, Osiriani, Kelish
rELIGION
Abadar, Iomedae, Aroden, Norgorber, Cayden Cailean,
Nethys, Sarenrae, Calistria, Shelyn, Irori
NOTES
Absalom is the most amous o all cities, and takes pride in
being one o the largest and wealthiest cities in the known
world. According to myth, Absalom was ounded by Aroden
himsel when the Last o the First Humans raised the Starstonerom the ocean depths and le it in its current resting place at
the heart o the city. It is thus a living part o mythology.
Absalom sits in the largest natural harbor on the Isle
o Kortos in the eye o the Inner Sea. This allows the city
to control dozens o major shipping lanes and makes it a
critical stop on any voyage across that sea. The conuence
o mercantile, strategic, and religious inuence in
Absalom earns its title: City at the Center o the World.
O course, it also attracts would-be conquerors, many o
whom have unsuccessully assaulted the city throughout
history. The ruins o dozens o siege castles litter the
grounds outside Absaloms walls, and its harbor is so
choked with the masts and moldering hulls o sunkenwarships that saely reaching the citys docks requires the
steady eye o a paid pilot.
When Aroden dredged the Isle o Kortos rom the
depths o the Inner Sea and ounded Absalom, he called
the wise and brave rom nearby lands to inhabit the new
land and bade them protect the Starstonerom all who
would relocate it. Nobles, merchants, and adventurers
particularly those rom Osirion, Thuvia, Cheliax, Andoran,
Taldor, and Qadira, settled in the city. The citys culture
draws heavily rom all these lands, and many o its noble
houses identiy themselves closely with elements rom
those nations. The common olk represent an even widerarray o cultural inuences, rom Mordant Spire elves to
Tian traders to travelers rom other planes. As a result,
ood, song, and clothing rom nearly every corner o
Golarion can be ound here i the visitor knows where to
look. It is said with some seriousness that it is impossible
to look out o place on the streets o Absalom.
For additional inormation on Absalom, consult the
Pathnder Chronicles Campaign Setting hardcover.
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Where are you from?People rom Andoran are known as Andorens, use Andoren
items, and speak Common.
People rom Cheliax are known as Chelaxians, use Chelish
items, and speak Common.
People rom Osirion are known as Osirians, use Osirian items,
and speak Osiriani.
People rom Qadira are known as Qadirans, use Qadiran
items, and speak Kelish.
People rom Taldor are known as Taldans, use Taldan items,
and speak Common.
these tyrants power is a worthy cause or an Andoren to
lend himsel to.
Faction Leader: Captain Colson MaldrisThe Eagle Knights o Andoran are champions o reedom.
Icons o their national pride, these brave warriors have
given their lives in battle against devils and monsters ordecades. Colson Maldris would much rather be out in the
eld, his greatsword drenched in the blood o tyrants and
slavers, but his order has another use or him.
As a member o the mystery-shrouded Grey Corsairs,
Maldris served bravely aboard the warship Trident,
sending twenty three slaver ships to the bottom o the
Inner Sea and slaying the mangy gnoll slavelord Pasha
Palrathgra in personal combat upon the bloody deck o
his pleasure rigate. Ma ldris was the youngest to wear the
golden eagle upon his shoulders. His lauds and victories
ar outshine many o his senior Eagle Knights, and this
may be why he was reassigned to Absalom. Rumors thathis rising star has rufed the eathers o ellow Eagles
abound, and they have sent him into a den o knives to be
torn to shreds by deadly adversaries.
Whatever the reason, Maldris has been assigned
as Andorans Special Attache to the Grand Council o
Absalom. His true duties in the city are to acquire assets
and agents in the ongoing shadow war between the ve
greatest nations o the Inner Sea. Five men and women
orchestrate a covert conict over whose hand will guide
Absaloms political and economic destiny in the coming
age, and Maldris is Andorans chosen general. His courage
and patriotism are without question, but more than a ew
wonder i this young commander isnt a little out o hisdepth in a city whose murky politics can quickly drain an
eager mans soul.
Andoren PathndersAndorens are particularly suited to the lie o a Pathnder.
Natural explorers, with the bravery to ace ominous
rontiers o mystery and danger, these sons and daughters
o reedom are perect candidates or membership in the
worlds most elite adventuri ng society.
Pathnders not raised in Andoran yet still loyal
to the Andoran action in Absalom typically support
the edgling democracys values o reedom and thedestruction o tyranny. Regardless o where they came
rom, non-Andorens in service to Andoran generally hold
these ideals above all others.
To learn more about Andoran, read the Pathnder
Chronicles Campaign Setting hardcover and the Pathnder
Chronicles Guide to Darkmoon Valeor play in or read any o
the ollowing Pathnder Modules: D1: Crown o the Kobold
King, E1: Carnival o Tears, D0: Hollows Last Hope(available
as a ree download on paizo.com,) D1.5: Revenge o the
rom wild lands and an inhospitable coastline raught
with peril. The power o Old Taldors navy rested on the
shoulders o capable Andoren commanders whose skill at
arms, ery tenacity, and naval puissance was unrivaled in
the empires glory day.
Andoran shrugged o the auspices o Old Taldor
when Qadira invaded the empire. Shortly thereaer theyshattered Cheliaxs diabolic chains. Now Andoran holds
the reins o its own destiny in the strong hands o its
people. They are the rst government o the Inner Sea to
entrust its power to its own citizens instead o dolloping
it upon the crowned brow o a king. Their weapons are
innovation, a stubborn dedication to idealism, and a rm
belie in the potential o humanity. The Andorens are
a hard people, dedicated to reedom or all, and unable
to sit by and watch as the world around them submits to
savagery and tyranny.
Goals: Common Rule for AllAndoran would see the tyrannic empires who once ruled
them brought down. They would see slavery abolished
and those who would buy and sell people punished in the
extreme. They would bring the torch o reedom to the
worlds darkest places and banish mysticism, diabolism,
and ear.
Methodology: Light the Fires of FreedomOur greatest weapon is the tyranny o ourenemies.
Captain Colson Maldris, Eagle Knight o Andoran
The Andoran action attacks its enemies rom within. They
nd dissidents, reedom ghters, and revolutionaries
among the populations o their oes and oer them
covert aid, equipment, intelligence and the unds they
need to topple the tyrants. Missions assigned to Andoran
action members tend toward helping dissident groups
within the other actions, though anything that shakes
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Kobold King (available as a ree download on paizo.com,)
and LB1: Tower o the Last Baron. Keep checking paizo.com
or uture Pathnder products set in Andoran.
cheliaX
Asmodeous himsel smiles upon our endeavorand we shall not rest until the entire worldtrembles beore Him.
Paracountess Zarta Dra lneen
When Aroden died, some say the soul o Cheliax perished
with him. The once mighty empire tore itsel apart, and
only through the power o three noble Houses, each
steeped in deviltry, was order restored. The empire runs
on the backs o ends now, a perect machine o hellre
and blood, where morality surrenders to the needs o law
and order. Its easy to curse Cheliax as a nation o devil-lovers, but ew can argue with the results o their end-
bindi ng cra. House Thr une, the greatest o its diabolic
noble amilies, has brought the empire under control
once more. Cheliax rises like a dark star, as strong as
ever, despite the recent losses o Galt and Andoran to
rebellious orces.
Asmodeus proves as powerul a divine patron as
Aroden ever did, shepherding his people toward glory and
dominance o the Inner Sea. His plans reach eons into the
uture, and the minor setbacks o yesterday are all actored
into the cost o doing a devils business. Chelaxians always
plan or a long campaign, and never trie over todaysskirmishes. In the end all will burn in hellre. It is only a
matter o time.
The pale-skinned Chelaxians believe themelves superior
to all other peoples. Their compact with great devils gives
them power beyond measure, and no other nation o the
Inner Sea can compete with their summoners when it
comes to tracking with dark orces. These devils require
payment or their service, oen oered up in the orm
o tender esh and resh blood. Slaves are an important
resource o the Chelaxians, as are artiacts o ancient
power whose secrets are revealed to them by their timeless
patrons. Even as Andoran revels in its newound reedom,
the tendrils o Cheliaxs empire continue to expand.
Arcadia lays open beore them and Sargava is ready to al l
under their hellish sway. The Inner Sea will all with the
rest as soon as Absalom rests rmly in the bloodied handso House Thrune.
Goals: Hell on GolarionChelax ians plan to spread the dark inuence o Asmodeus
across the ace o Golarion. They bring order to chaos,
quell the troublesome concepts o reedom and sel-
determination, and leave broken souls eager to accept
the bondage o slavery in their wake. The world must
come to terms with the order o things. Mortals serve
at the knee o greater powers. The devils o the Nine
Hells are Golarions natural overlords and i the rabble
gathered along the coast o the Inner Sea cant be made tounderstand this simple act, then they will be purged in
a torrent o re.
Methodology: The Kiss and the LashA true corrupter can convince a man to handover his soul, a blissul smile on his ace.
Paracountess Zarta Dra lneen
Chelaxians are masters o seduction as well as pain.
They bring their enemies to heel with promises o aid,
riches, and glory, but keep them in line with cruel lashes
and hellre. The Cheliax action wins others to its dark
cause with temptation. Lust, power, riches, vanity, theChelaxians oer all, and cater to the sinul nature in
every man to bri ng him low. I a oe cannot be seduced, he
must instead be scourged. Many missions o the Cheliax
action involve tempting upright people into darkness
and vice, and then threatening to expose their sins unless
they aid the empire as dutiul agents. The tricks o devils
have claimed mens souls since time immemorial and
they serve the Chelaxians well in their quest or control
o Absalom.
Faction Leader: Paracountess Zarta Dralneen
Most people thought Zarta was nothing more than thespoiled daughter o a wealthy paracount. Then her ather
collapsed, his ace purpled by poison, and she assumed
control o House Dralneen smoothly with her elder
brothers consent . Contant rumors abound that her elder
brother has long been deceased , and the thing that
wears his skin now is just one o Zartas many diabolic
servants.
Zarta relishes her role in Absalom. Shes always ound
the city rie with sins-in-the-making, and takes pleasure
factionS and your PcS homelandThough a big chunk o this chapter oers examples o how
to play certain classes rom specifc countries, you are by no
means required to create a Pathfnder Society Organized Play
character rom the same country as the action they are loyalto. Ulen barbarians in service to Qadira, Vudrani monks in
service to Andoran, Mwangi Wizards in service to Cheliax, and
so on are all possibilities. Dont let our suggestions shorten
the list o locales your PCs could call home.
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Now, Osirion emerges rom millennia o oreign rule
under the rulership o the youthu l Ruby Prince Khemet
III, who hearkens back to the ancient days o Osirions
glory. One year ago, Khemet opened the vast deserts o
Osir ionlong closed by the Keleshite overlords who held
the nation as a satrapy o Qadirato oreign exploration.
Today the great treasures and arcane ormulas o theliving gods o ancient Osirion are unearthed or the
entire world to see, and the ascendancy o the Land o
Pharaohs is at hand.
Most Inner Sea nations view Osirion as a relic rom
a bygone age. In truth, Osirion is a slumbering giant
that, when awakened, could wash away all edgling
challengers with the power o its traditions. The
Osirians are wise people who look deep into the past
or answers to present troubles. Their sense o history
gives them a unique perspective on the ebb and ow o
power in the political landscape o the modern Inner
Sea. Many olk o Osirion are o old Garundi blood,bronze-skinned, and gied wit h the noble bearing o
the ancient pharaohs. It would take a special brand o
ool to ignore this semblance o power and dismi ss the
Osirion action as less o a threat than any o the other
our actions clamoring or control o Absalom.
Goals: Uncover the Power of the PastIn bygone ages, the pharaohs o Ancient Osirion created
wonders beyond reason. They concocted potent arcane
plagues to destroy their enemies and erected mighty
monuments capable o entrapping the souls o deities.
Let the other actions jockey or meager political ancy
or table scraps like avorable economic sanctions.Osirion is interested in rediscovering the powerul
artiacts o its heritage, and preventing their the by
aggressive powers such as Cheliax. Once these powers
are returned to their rightul hands, no one shall dare
breach Osir ions borders again.
Methodology: Hide Your PowerThe grasping hands o petty thieves cannottake what they do not know you have.
Amenopheus, the Sapphire Sage
For centuries now, the other powers of the InnerSea have regarded Osirion as an impotent nation of
conquered people. Osirion wouldnt have it any other
way. Since the Ruby Prince ascended the ancestral
throne, Osirion has been gathering its power and
preparing to make a bid for supremacy of the Inner Sea.
Most of the Osirion factions missions involve quietly
undermining the power of their enemies. Osirion
agents in Absalom plant the seeds of dissolution with
a whisper or a poisonous draught, never with a naked
in Golarions largest cesspool o corruption. She uses
her beauty and her diabolic power in equal measures to
corrupt the souls o her enemies. Its been said Zarta i s an
erinyes in human orm, but one vict im o her corrupting
inuence who lost his entire amily in a quest to please
the coy womans evil whims claims: She could set the
most salacious succubi to school.Zarta paints the veneer o a cultured aristocratic lady
on her outside, especially when appearing on ocial
Chelish business (her cover role in Absalom is that o a
diplomatic envoy), but the promise o soul-blasting sin
is an ever present dance her sultry eyes, and the orgies o
excess she holds at her private villa are legendary aairs
that most scorn with curses, even as they secretly yearn
or an invitation.
Chelaxian PathndersSince House Thrune rose to prominence, reclaiming
the past glories o Cheliax and re-establishing theirootholds across the world has been their pri mary goal.
Chelish armies amass in the ruthless homeland, and
their agents push ar and wide seeking to expand the
diabolic empires inuence. Chelish culture is widely
popular, and their ashions show up in most nations
across Avistan and Garund. House Thrune places
a high priority on discovering the relics o the past
and controlling the revelation and interpretation o
historical nds. T he noble houses o Cheliax encourage
the populace and even their own scions to join the
Pathnder Society and seek treasures o ancient power
to bolster the empire.
Pathnders not raised in Cheliax yet sti ll loyal to theCheliax ac tion in Absalom typical ly seek some orm o
personal power that they eel their loyalty to Cheliax
will provide them. They see the advantages in bending
ends to the will o men (despite the incredible risks)
and are generally more obsessed with ancient artiacts
o power than their ellow Pathnders.
To learn more about Cheliax, read the Pathnder
Chronicles Campaign Setting hardcover.
oSirion
We must nd the strength o mountains
buried in our past and bring it to bear on thoseools who think we are nothing but dust in thewind.
Amenopheus, the Sapphire Sage
Osirion was once the most glorious empire o Golarion.
Pharaohs ruled as gods on earth, their monuments
towered over even Thassilons mightiest, and their
armies could churn a kingdom to mud and blot out the
sun on wings o death.
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blade , and never with a witness . Jus t as most of the
Great Emerald Sphinx is buried beneath the sands of
Osirions deserts, so is the nations power carefully
hidden in secret brotherhoods and spies loyal to
the pharaonic throne. When Absalom sits firmly in
Osirions grasp, then Khemet III shall decla re himself
Pharaoh in the tradition of his ancestors and Osirions
Second Golden Age shall follow.
Faction Leader: Amenopheus, Sapphire SageThe Jeweled Sages o Osirion were plotting the courses
o the stars when the other people o the Inner Sea were
living in caves and wearing rotting urs. When the
Keleshite satrapy seized control o the kingdom, they
razed monuments to the ground and savaged the ancient
traditions o Osirion. The Jeweled Sages were disbanded,
and those who didnt recant their astrological powers
were executed in a most gruesome ashion.
Now the Ruby Prince has reinstated the order. They nolonger gaze toward the stars, but rather seek the answers to
Osirions destiny in the hearts o their enemies. The Jeweled
Sages are now Osirions spymasters, agents o the throne
who gather webs o operatives and oversee their missions.
Amenopheus claims to trace his blood to the line o the
Jeweled Sages o antiquity. This time-weathered Garundi
sage wears his long black beard in a single braid adorned
with nothing but copper bands. He wears austere red
robes and simple leather sandals, and dodders, losing
his train o thought oen or blathering humorous
tales or anecdotes that seem simple to most, but oen
conceal a proound lesson. Those unortunate to get on
Amenopheuss bad side ear the old mans piercing gaze,and know ull well he conceals a dozen wands o power in
the wide sleeves o his robes.
Amenopheus is supposedly the advisor to an obese
Osirian noble, named Dremdhet Salhar, who sits on the
Grand Council o Absalom, but in truth, the at noble
never utters a sentence not planted in his mind by the
Sapphire Sage rst.
Some rumormongers claim Amenopheus was a
Pathnder in his youth who wandered the world or
years beore returning to Osirion to serve his Prince. He
has been assigned to Absalom since Prince Khemet III
ascended the throne in Osirion and knows the city betterthan most natives born and bred there. Few are aware o
the sages true role, and many o the agents serving him
think they work or another spymaster. Only the most
trusted operatives in his service ever meet ace to ace
with the Sapphire Sage. They say he avors Pathnders,
perhaps out o nostalgia or his own past exploits in the
organizations service.
Other rumors concerning Amenopheuss true nature
abound. Some claim to have glimpsed ancient tapestries
dating back to Osirions golden age thousands o years
past where a sage bearing a striking resemblance to
Ameonphues administered to the pharaohs o old. A ew
whisper that Amenopheus is no mortal man at all but
rather some ancient undead abomination, the original
Sapphire Sage whose tomb was cracked open by the Ruby
Prince and whose mummied corpse was awakenedto serve as advisor to the Prince, as he once did to the
pharaohs o ancient Osirion.
Osirion PathndersOsirion is rie with ancient tombs, lost relics, and
orgotten cities buried under the swirling sands. Many o
the best and brightest Pathnders cut their teeth in this
sprawling empire o living history and ancient tradition.
Few countries possess such wizened sages or as competent
explorers as Osirion.
Pathnders not raised in Osirion yet still loyal to the
Osirion action in Absalom usually come rom strong,ancestor worship-based cultures rom across Golarion.
They see the goals o the Osirians as laudable and hope
to ride the coat tails o powerul pharaohs to glory and
honor in the aer lie. Others see vast, unplumbed tombs
buried deep beneath the desert sands and pledge their
loyalty to Osirion on a sliver o hope that theyll one day
crack the seal on an ancient burial chamber and uncover
wealth beyond imagination.
To learn more about Osir ion, read Pathnder Chronicles
Campaign Setting hardcover and read or play in the
ollowing Pathnder Modules: J1: Entombed with the
Pharaohs and the soon-to-be-released J4: The Pact Stone
Pyramid. Keep an eye on paizo.com this December orthe third Pathnder Companion, Osirion: Land o the
Pharaohs.
Qadira
Let them sit on their thrones and revel in theirpower. They still need spice or their meat,cloves or their breath, and incense or theirbarbaric stench. Let their taxes ow to our
golden cofers as ast as we can collect them.
Pasha Muhlia Al-JakriThe westernmost satrap o Casmarons Padishah Empire
o Kelesh, Qadira is a kingdom with the power o a
sprawling empire at its back. Qadira is Keleshs doorway
to Avistan, and is perhaps the single most valuable piece
o real estate on Golarion. Rivers o spice and gold ow
through its capital o Katheer, and Xerbystes II, the
Satrap o Qadira, boasts correctly that his kingdom holds
the wealth o any other three on the Inner Sea.
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a sack. She was a natural murderess and the shah decided
to train her.
She soon surpassed her teachers skills with a blade
and earned the recognition o one o Xerbystes more
dangerous operatives. She became a Silent Blade o
Katheer in short order and was responsible or the deaths
o dozens o merchant princes and trader captains whoreused to comply with the sat raps commands.
Absalom is Muhlias current assignment and has
earned her the title o pasha. Her ocial role in the city
is as a trade commissioner overseeing Qadiran trader
captains maniests. This paper-pushing job is boring
enough to cast o too much scrutiny. Meanwhile, she
organizes cabals o subtle and dangerous agents to serve
the satraps overarching goals in the city and tear down
the economic oundations o Qadiras enemies.
Qadiran Pathnders
Qadira is an outward-looking nation seeking protabletrade in every port on Golarion. The wealth o the world
is theirs or the taking. Opportunists by nature, Qadirans
make excellent Pathnders. They are earless, adaptable,
and highly cosmopolitan. They nd other cultures, while
obviously inerior to their own, interesting and rie with
plunder. The Pathnder Society is the perect instrument
with which Qadira can scatter agents and emissaries
across the globe to increase trade contacts and negotiate
lopsided alliances with lesser peoples a thousand leagues
rom the shining glory o Katheer.
Pathnders not raised in Qadira yet still loyal to the
Qadiran Faction in Absalom are generally rom two
types o people: those who wish to use their rewards asa Qadiran loyalist to create a personal empire o trade
wealth that spans the Inner Sea, and those who see service
to one o the wealthiest trade nations on Golarion as an
opportunity to gain wealth by simple association. Either
way, the massive armadas o trade ships that Qadira
launches every week into the salty waters o the Inner Sea
are clearly creating roads throughout the Inner Sea that
any loyalist could easily ollow.
To learn more about Qadira, read Pathnder Chronicles
Campaign Setting hardcover.
taldorThe sun o Taldors empire has set. It is up tous to see it rise again in our time.
Baron Jacquo Da lsine
Old Taldor once ruled the entire northern coast o the Inner
Sea, rom gold gilded Oppara to the wild rontier o Varisia.
Now its reduced to a quarter o its ormer glory. As Old
Taldors gaze turned ever inward, its vassals and conquered
colonies slowly slipped away without a ght. Andoran and
Qadira has long been a power to be reckoned with.
Taldor has elt the bite o their scimitars and nearly lost
their entire empire in the struggle. Osir ion bowed beore
them or over three thousand years. The war drums o
Katheer have been silent or an age, but they never stopped
waging their wars. Gold is their weapon now, spices are
their shield, and their incredible trading power is theirarmor.
Qadirans value wealth above all else and they seek to
make their ortunes abroad. The wealth o Absalom, and
more importantly the trading opportunities proered by
control o the great city, has long drawn the gaze o the
satraps most powerul merchant princes. Many Qadirans
are ready to leave their deserts behind or the promise o
lustrous Absalom gold.
Goals: No Life without TradeThe world is small and gets smaller every day. The key
to power is trade. Qadira couldnt care less who sits onthe Grand Council o Absalom, so long as the Qadiran
trade eet dominates the harbor. Qadira plans to rule the
Inner Seas trade and then bleed their enemies coers
dry. Collecting debts and supplying the demands o other
nations peoples is how Qadira plans to rule. I their
kingdoms slave to send gold east, the satrapy remains
contented.
Methodology: All that Glitters is PowerYou can always pay someone to murder yourenemies.
Pasha Muhli a Al-Ja kriThe Qadiran ac tion seeks trade and economic advantage
above all else. They seek to break their enemies
monopolies and enorce their own. They oer wares and
goods no one else can supply and destroy competition
with a ruthlessness that put the devil-bowing Chelish to
shame. Qadiran missions involve a greater plan, usually
embarrassing or deaming an economic rival, or ruining
the business o another nat ions trade companies.
Faction Leader: Pasha Muhlia Al-JakriThe rst emale pasha in an age, Muhlias ather was a
simple spice peddler on the streets o Katheer with anunortunate penchant or gambling. When the local street
shah came to collect, he sold Muhlia to absolve himsel.
Muhlia was slated to be sold into pleasure slavery, but she
quickly proved ar too dangerous and ar too useul or
such an ignominious ate. She put a knie in the street
shahs best enorcer, and when she realized this would
earn her a swi death at the shahs hands, she ed only to
come back the next day with the head street shahs rival in
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Cheliax broke o hundreds o years ago, and ew in Taldor
had either the desire or the motivation to go to war to stop
it. Why bother dealing with petty trifes in the countryside
when your own political destruction is taking place in the
limelight o Taldan high society?
Its easy to orget Taldors ormer glory and dismiss the
entire country as a band o narcissistic ools who spendmore time preening their wigs than they do deending
their borders or quelling the unrest roiling within their
great cities. Little do most know that while the majority o
Taldors upper crust are more concerned with this seasons
ashions than the well being o their collapsing empire, a
ew o the worlds most dangerous operatives are honed in
the constant battleground o Opparas euds. Old enmities
between ancient houses have enguled the Gilded City in
shadowy violence and assassinations or hundreds o years,
and more than a air share o skilled adventurers have come
up surviving the euds, either as hired muscle or scions o
noble houses mixed up in these cauldrons o bloodshed.Taldans are decadent bon vivants, avoring rich oods,
ornate attire, and jeweled accoutrements or even the
most minor o casual aairs. To a Taldan, appearance
is an expression o power, and a keen sense o ashion
represents a keen mind. Their appreciation or the arts
extends beyond ashion and painting, dabbling in sorcery,
dueling, and the murky strategies o politics and war. A
Taldan mind, when raised to ire, is a dangerous thing,
and the rest o the Inner Sea is about to receive a painul
reminder o this timeless act.
Goals: Get Back in the Game
Petty dierences and ancient euds have slowly groundTaldor down rom a great polished stone to a whittled
nub. The key to restoring the empires sense o purpose
lies in nding an enemy to galvanize Taldors splintered
actions, an endeavor worthy o rediscovering the nations
august past glory. Seizing the political reins o Absalom
is the perect medicine or the wasting disease deep in
Taldors bones.
Methodology: Wolf and TigerOur weakness must now be our strength:centuries o petty inghting have aforded
us one weaponsurely there is no one whocan claim as true a mastery o intrigue as weTaldans!
Jacquo Dalsine
Taldors strategy or seizing control o Absalom lies in
turning its enemies upon one another. Misdirection and
psychological warare are the orders o the day. Taldan
missions might involve sparking old enmities between
Qadira and Osirion or driving Cheliax and Andoran to
rekindle their old war. Sick the wol on the tiger and the
hunters work is done is an old Taldan say ing.
Faction Leader: Jacquo DalsineA ew among Taldors elite realize the oolish end their
empire is headed toward and plan to reverse it beore the
entire nation collapses. Jacquo Dalsine is the very pictureo a Taldan dandy. A slender and eete gentleman, Jacquo
appears the ver y model o a decadent Taldan op.
The truth is while Jacquo can carouse and scribe poetr y
with the best o them, his avorite art is perormed with a
blade and he is one o the better swordsman on the Inner
Sea. To Jacquo, the arts o politics and intrigue are no
dierent than a duel. There are deceptions, engagements,
eints, and disengagements, not to mention lightning
ast ripostes. Jacquo sees Taldor as an ailing old duelist,
tottering toward death on a oes blade, but he knows the
empire possesses great puissance i it can be reminded
o its ormer glory. For now, it is key to turn the bladeso Taldors enemies on one another long enough or
the decaying empire to nd its ooting. Some day, Old
Taldor may rise again and hold its sword high once again,
making all o Golarion tremble at its power.
Taldan PathndersJoining a secret society is just another dalliance or most
Taldans. The Pathnders are all the rage and everyone
loves to hear o their exploits. Many Taldans join the
Society simply to keep with the ashion o the times or
to ensure they have something particularly engaging
to converse about at parties. Others join the Pathnder
Society in hopes o sparking a renewed golden age ortheir decaying empire, and bringing Taldor back to the
oreront o power in Avistan . What most oreigners cant
seem to understand is that many Taldans join up or both
reasons. Misdirection is a staple o every Taldans diet,
and most rely on a oppish or ippant exterior to hide
their harder machinations.
Pathnders not raised in Taldor yet still loyal to
the Taldor action in Absalom oen see the decadent,
crumbling empire as a haven or untapped historic
wealth. Taldor has plundered nearly every country on
the Inner Sea and or an unscrupulous treasure hunter
or collector o rare artiacts, attaching ones sel to theTaldor actions means a closer proximity to millennia
o signicant archaeological treasures. Still others hope
that by pledging loyalty to a culture based entirely on the
whims o the wealthy with an incredibly complex system
o honor and respect that they might learn a great deal
about how to make the world move around them rather
than be moved by the world.
To learn more about Taldor, read Pathnder Chronicles
Campaign Setting hardcover.
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chaPter 4:creatinG your Pathfinder
Herein lies everything you need to know to create yourown Pathnder and register this character at paizo.
com/pathndersociety or ocial play in Season 0 o
Pathnder Society Organized Play and beyond. See pages
3032 or a character record sheet and a quick-start sheet
or convention play.
Step 1: FactionYouve had a chance to amiliarize yoursel with the ve
actions in Season 0 o Pathnder Society Organized
Play, so at this point you decide where your loyalties lie.
Select your action and start thinking about how and why
your character works or them. Remember that you donthave to be rom a nation to be a member o their action.
Careully review all o the possibilities among the ve
actions in Chapter 3 and then make your choice.
Step 2: AbilitiesIn Pathnder Society Organized Play, all characters are
created equal. Each characters ability scores are allocated
by spending a pool o 20 points. The cost o abil ity scores
is on the table below:
Ability Scoe CostsScoe Points
7 4
8 2
9 1
10 0
11 1
12 2
13 3
14 5
15 7
16 10
17 13
18 17
In the case o negative point values, the points are
added to the characters pool.
Note: No character may begin play with an ability
score below 7. Keep this in mind when assigning racial
modiers.
For example, lets say Mr. Gary Olem is creating his
Pathnder, and he has his heart set on creating a hairless
Ouat o the Osirion court named Taar Rahkt, a ormer
bodyguard o a Sothan wizard who has decided to take on
chanGinG factionS
Every season ends in June at the Origins Game Fair,
and July is a bridge month between seasons. In the
month o July (and only in the month o July,) you have
the option to change actions i you so desire. Though
the option to change actions exists, the consequences
o sacricing your loyalty to one action and pledging itto another are dire.
By changing actions, your Pathnder immediately
loses all Prestige Awards gained previously, resetting
your PA score to 0. Though you retain any gear, items,
or rewards previously gained through your PA score, you
cannot gain any new gear, items, or rewards rom your
new action until youve gained enough new prestige to
do so. Also, any eats you possess that have a membership
requirement o your old action are lost. You can replace
any eats selected rom the old actions eat list during the
course o character advancement with eats rom the new
actions eat list, but you cannot replace the bonus eat yougained at 1st level . That eat is lost orever as a consequence
o your shiing loyalties.
Its good to keep in mind that the total PA score or
each action (not each player) is reset every August at the
beginning o the new season. Changing actions to switch
to the winning team, or example, doesnt guarantee that
youre switching to the team that will win the next season,
as every action starts each new season at 0.
Factions and Your Fellow PathndersEvery PC in Pathnder Society Organized Play is a
Pathnder rst and a member o their action second.
At no point should you betray, harass, or murder anotherPathnder in order to accomplish your missions. The
missions built into the scenarios or you to pursue are
designed to NEVER involve direct conict with another
actions Pathnders. Remember that you are pawns in a
massive shadow war, and escalating this to a hot war is not
in the best interest or any action. Play it cool, do your best
to accomplish your missions subtly, and do not attempt
to derail the eorts o ellow Pathnders, as this is more
likely to see you booted out o the Society more than it will
aid your action.
The long term plans o your action are clouded in
obuscation and mystery. I you are kicked out o theSociety or interering in another Pathnders activities
or worse, or killing them, you will be o no urther use,
and the damage you may have caused them by your brash
actions ar outweighs any boon. Remember the shadow
war your action ghts is one o intrigue, not o ashing
blades and killing spells.
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his masters obsession with rare artiacts by becoming a
Pathnder. Garys character starts o with a pool o 20
points to spend on Taars ability scores:
Gary decides that he wants Taar Rahkt to be a monk,
so he rst spends 7 points on Wisdom or a score o 15,
and then decides to spend 5 more on Strength and 5
more on Dexterity. With 3 points le he puts them on hisConstitution or a score o 13, so now Taar Rahkts stats
are as ollows:
Aer re-evaluating his choices, Gary decides it might
be un or Taar to be a litt le slow. He thinks playing a
character with a high Wisdom and a low Intelligence is
a un roleplaying chal lenge, and hes toying with the idea
that this Ouat bodyguard might have been a slave in his
youth and didnt have access to proper education and
learningmaybe he even has trouble reading. So, Gary
decides to take 2 points o o his Intelligence (lowering his
score to 8). He also decides Taar is not exactly a charmer.
As a ormer bodyguard, he never really learned the gi o
gab and so Gary decides to take 1 point o his Charisma(lowering his score to 9). With 3 extra points in his pool now,
Gary decides to spend them all to increase his Wisdom to
16. Taar Rakhts abilities now look like this:
Step 3: Race and Class
Aer youve spent your pool o attribute points and
nalized your ability scores, you must decide the race and
class o your Pathnder. All o the options in the PH are
available to you with one minor adjustment. Magic item
creation is not used in Pathnder Society Organized Play,
thereore 1st level wizards do not gain Scribe Scroll as a
bonus eat, but rather get Spell Focus instead.
Since youve chosen your action already you may wish
to actor it into this decision. Any combination is valid, but
some are more dicult to roleplay than others. Playing
a haling paladin rom Cheliax is certainly possible,though it requires an interesting backstory to make it
believable. Ulti mately though, the choice is yours.
Once youve selected your race and class apply them
to your character record sheet. I you chose a race
besides human, adjust your attributes according to thei r
modiers. To continue our example o Taar Rakht rom
Step 2, Gary has already decided he wants Taar to be a
dwar, more specically an Ouat rom Osirion, and
chooses the monk class or his rst level (hes already
thinking about branching out into ghter later though.)
Keep in mind, though, that anything that causes an
XP penalty to leveling, such as a penalty received rommulti-classing against your races avored class, is simply
prohibited in Pathnder Society Organized Play due to
the simplied XP system.
Getting back to Taar, Gary notes that the monk
receives a bonus o +2 on his Constitution and a 2 on
his Charisma accordingly, and then adds Taars racial
and class eatures as well as base saves and base attack
bonus to his cha racter record sheet . Taar Rakht now
looks like this:
Name: Taar Rahkt
Faction: Osirion
Race: Dwar
Class: Monk
Level: 1st
Base Attack Bonus: +0
Fortitude +4
Reex +4
Will +5
Strength: 14
Dexterity: 14
Constitution: 14
Intelligence: 8
Wisdom: 16
Charisma: 7
Racial Features:
Base Land Speed: 20 eet
Size: Medium
Darkvision 60 eet
Stonecunning
Weapon Familiarity: Dwarven Waraxes and Dwarven
Urgoshes
Stability
+2 racial bonus on saves vs. poison
T
/STR
DEX
CON
INT
WIS
CHA
HP
INITIATIV
T
/STR
DEX
CON
INT
WIS
CHA
HP
INITIATIV
14
14
10
8
14
14
15
16
13
12
10
9
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+2 racial bonus to saves vs. spells and spell-like abilities.
+1 racial bonus to attack rolls against orcs and goblinoids
+4 dodge bonus to AC against giants
+2 racial bonus to Appraise checks
2 racial bonus to Cra checks related to stone or metal.
Automatic Languages: Common and Dwarven
Class Features:Bonus eat (Gary selects Stunning Fist)
Flurry o Blows
Unarmed Strike
Step 4: Skills
Next up is the specic training your character has
received. This is done in the standard ashion described
in the PH. Determine your starting skill points and
spend them as you see t.
Taars slow wits deprive him o a plethora o skil l points
to spend, so Gary has to be thriy. He decides Taarstraining as a bodyguard denes him so he purchases 3
ranks in both Listen and Spot (leaving him only 6 ranks
remaining to spend). He spends another 2 ranks each on
Climb, Jump and Tumble and calls it a day. Aer applying
his attribute modiers, Taars skills look like this:
Climb +4
Jump +4
Listen +6
Spot +6
Tumble +4
Step 5: FeatsNext choose your characters eats according to the
guidelines in the PH.
The ollowing eats are not available in Pathnder
Society Organized Play:
Brew Potion
Cra Magic Arms and Armor
Cra Rod
Cra Sta
Cra Wand
Cra Wondrous Item
Forge RingLeadership
Scribe Scroll (Wizard PCs select Spell Focus at 1st level
instead.)
In addition to the usual eats listed in the PH, every
character in Pathnder Society Organized Play has access
to action eats and may select one rom their chosen
action as a bonus eat at 1st level in addition to eats they
are entitled to rom race or class. A Pathnder may only
select action eats rom their chosen actions list. These
eats may also be chosen whenever a character o the
appropriate action gains the ability to select a new eat.
andoran
CAPTAINS BLADEYou were born ship-board and learned to walk and ght
alongside the sailing men and women o the Andoren
eet.
Prerequisites: Andoran action.
Benet: While on board a ship, you get a +2 bonus on
Balance and Climb skill checks. In addition, you receive
a +1 circumstance bonus on attack rolls made while
anking on board a ship.
EXPLOrEr
A proud Andoren explorer heritage runs in your veinsand you are a natural waynder.
Prerequisite: Andoran action.
Benet: You get a +2 bonus on Survival skill checks. In
addition, when traveling through the wilderness, you and
your allies can move aster th rough t rack less land. When
calculating your overland movement rate, increase your
hourly and daily travel rates by 25%.
FrEEDOM FIGHTErYour amily has long battled the oes o reedom and
you are skilled in waging guerilla campaigns against
oppressors.
Prerequisite: Andoran action.Benet: You get a +2 bonus on Hide skill checks. In
addition, you receive a +1 circumstance bonus on attack
rolls when you attack a at-ooted oe during the surprise
round.
HuNTErS EYEYou are especially blessed by Erastil and are a prodigy
with a longbow or shortbow.
Prerequisite: Andoran action.
Benet: You do not suer a penalty or the rst range
increment when using a longbow or shortbow. The
penalty or attacks made at targets within the secondrange increment is 4 as normal. In addition, you can
draw a longbow or shortbow as a ree action.
Normal: Drawing a weapon is a move action or (i your
base attack bonus is +1 or higher) as a ree action as part
o movement.
INDOMITABLEYour strong, sel-determined swagger has made you more
resistant to domination and control.
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Prerequisites: Andoran action.
Benet: You get a +1 bonus on saves against enchantment
spells and eects. In addition, you receive a +4 bonus
on opposed level checks to avoid being aected by an
Intimidate skill check.
LIBErATOrYour people have worn shackles and you swear to never
let it happen again.
Prerequisite: Andoran action.
Benet: You get a +2 bonus on Escape Artist checks and
can attempt to escape rom rope-binding, manacles, and
other nonmagical restraints as a standard action. You
also receive a +2 bonus on Strength checks made to break
bonds.
Normal: Using Escape Artist to attempt to escape rom
rope bindings, manacles, and other nonmagical restrai nts
takes 1 minute.
cheliaX
DEvILS MArKYou bear the blasphemous stain o a higher end upon
you and any evi l creature who sees it may think twice
beore crossing you.
Prerequisite: Cheliax action.
Benet: You get a +4 bonus on all Blu, Diplomacy, Gather
Inormation, Handle Animal , and Intimidate skill checks
when dealing with outsiders o the evil subtype.
DrINKEr OF SOuLSYou have in you a ell hunger that can only be satised by
the souls o dying oes. You gain obscene power when you
satisy this hellish craving.
Prerequisite: Cheliax action.
Benet: Once per day, whenever you use a coup de
grace action to kill a living creature you gain a number
o temporary hit points equal to its Hit Dice. This is
a supernatural ability that does not stack with other
temporary hit points or eects that trigger on a oes
death. These temporary hit points last or 1 hour.
MASTEr OF PENTACLESThe subtle and complicated arts o summoning are assimple as numerals and the alphabet to you.
Prerequisite: Cheliax action.
Benet: Whenever you cast a spell o the conjuration
(calling) or conjuration (summoning) school, you are at +2
caster level when determining the duration o the spell.
PrESENCE OF THE PIT FIENDYour people hold court with pit ends and erinyes on a
regular basis and, as a result, mere mortals are oen like
putty in your hands.
Prerequisite: Cheliax action.
Benet: You gain a +2 bonus on Intimidate and Diplomacy
skill checks. Whenever you use Intimidate to demoralizea oe, that oe is shaken or a number o rounds equal 1
plus your Charisma modier (i positive).
SCION OF THE NINE HELLSYour bloodline is mingled with powerul ends and you
rarely ear their re.
Prerequisite: Cheliax action.
Benet: You gain re resistance 2. This resistance
increases by +1 or every six levels you possess, to a
maximum o 5 at 18th level.
WrATH OF HELLYou have within you a urious storm o hellre that canlash out at oes.
Prerequisite: Cheliax action.
Benet: You can, as a swi action, summon the hellre
that lurks inside you. This re surrounds your weapons,
adding 1 point o re damage to all o your melee attacks
or one round. In addition, or one round, anyone who
strikes you with a melee attack takes 1 point o re
damage. You can use this ability a number o times per
day equal to 3 plus your Charisma modier. This is a
supernatural ability.
oSirion
ATTuNED TO THE ANCESTOrSThe undead are not monsters, but rather the souls o your
honored ancestors. You need not ear them.
Prerequisite: Osirion action.
Benet: Once per day, you can surround yoursel with
an aura o unlie. Unintelligent undead ignore you
unless you take action against them, as per hide rom
undead. This protection lasts or 1 minute per char acter
level you possess. I you attack, or otherwise take an
oensive action, against undead during this eect, itimmediately ends.
DuNE WALKErYour people have long roamed the shiing and
treacherous sands and you do not ear the harsh wrat h o
the unorgiving desert.
Prerequisite: Osirion action.
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Benet: You receive a +4 bonus on Fortitude saves to
avoid taking nonlethal damage rom hot conditions and
Constitution checks made to avoid damage rom thi rst. In
addition, you can move through sand as i it were normal
terrain and do not suer any penalties on Balance and
Tumble checks when moving through desert terrain.
MuMMY-TOuCHEDAs a young child, you encountered the damning curses o
a thousand ages and survived.
Prerequisite: Osirion action.
Benet: You receive a +4 bonus on saves against diseases
and curses.
SECrET OF THE SPHINXYour ancestors paid the proper obeisance to Nethys,
granting their heirs special divinatory gis.
Prerequisite: Osirion action.
Benet: Once per week, you can ask a single question othe gods. This unctions as an augury spell, using your
character level as your caster level. Asking this question
takes 1 hour and requires the expenditure o 25 gp worth
o incense. This is a spell-like ability.
STAY DEATHS EMBrACEYour studies o death and your devout worship o
Pharasma have unlocked many secrets o the great
beyond. As a result , it is harder to send you there.
Prerequisite: Osirion action, worshiper o Pharasma.
Benet: You have a 25% chance to stabilize each round
when below 0 hit points. Once stable, you become conscious
one round later, although you are still disabled.Normal: You have a 10% chance to stabilize each round
when below 0 hit points.
TOMB rAIDErTreasures lying below the sands have enticed you since
childhood and you are adept at prying loose their
secrets.
Prerequisite: Osirion action.
Benet: You get a +2 bonus on Search skill checks. In
addition, i you are aware o a trap, you receive a +2 bonus
on saves to avoid that trap and a +2 dodge bonus to your
Armor Class when attacked by that trap.
Qadira
DErvISHYour people surv ive on the move and you are at your best
when whirling through and around your oes.
Prerequisite: Qadira action.
Benet: As long as you move more than 10 eet on
your tur n and wear light or no armor, you receive a +1
circumstance bonus on melee attack rolls.
DESErT SHADOWYou move with a quick and quiet grace and your enemies
are oen taken unawares by your silent speed.Prerequisite: Qadira action.
Benet: You get a +2 on Move Silently skill checks. In
addition, you do not take a penalty on Move Silently
checks while moving at ull speed.
Normal: You take a 5 penalty on Move Silently skill
checks while moving at ull speed.
DEvOTEE OF THE SuN GODDESSYou give your heart and soul to Sarenrae with unequivocal
zeal and she rewards you with a powerul blessing.
Prerequisite: Qadira action, worshiper o Sarenrae.
Benet: Any divine spell you cast with the re or gooddescriptor that deals damage deals an additional amount
o damage equal to your Charisma modier.
EASTErN MYSTErIESYour long study o ancient, arcane arts has made your
spell-casting style unique and opaque.
Prerequisite: Qadira action, ability to cast arcane spells.
Benet: You get a +2 bonus on Concentration ski ll checks.
In addition, Spellcra skill checks made to identiy
your spells suer a 4 penalty. You can, as a ul l-round
action, cast any spell that normally requires one standard
action to cast. Spells cast in this way increase their DC
by +1. This has no eect on spells that take longer than 1standard action to cast.
GOLD FINGErThe is your amilys traditional proession and you are
proud example o that tradition.
Prerequisite: Qadira action.
Benet: You get a +2 bonus on Sleight o Hand skil l checks.
In addition, anyone who is observing your attempt to use
Sleight o Hand gets a 4 penalty on their Spot check to
notice the attempt.
HOrSE LOrDYour people are masters o battling on horseback andyou have mastered their r are ski ll .
Prerequisite: Qadira action.
Benet: You get a +2 bonus on Ride skill checks. While
mounted, you also receive a +1 dodge bonus to your
Armor Class.
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SCIMITAr MASTErYou are well-trained in the art o your nations signature
blade.
Prerequisite: Qadira action.
Benet: While wielding a scimitar, you gain a +4 bonus
on opposed checks against disarm and sunder attempts.
I you score a critical threat with a scimitar, you receive a+2 bonus on the conrmation attack roll.
taldor
EXPErT DuELISTYou have spent countless hours perecting the art o the
duel, ocusing your eints on deeating a single oe who
has earned your ire.
Prerequisite: Taldor action.
Benet: You gain a +1 dodge bonus to your Armor Class
and a +2 bonus on Blu skill checks made to eint as longas you are only adjacent to a single oe.
FOrGOTTEN MAGICTaldors mystic arts are old and archaic. Some are lost to
most, but your amily has passed a ew mysteries down
or generations.
Prerequisite: Taldor action.
Benet: Select one spell that you can cast. You cast this
spell at +1 caster level. In addition, any dispel check made
against this spell through dispel magic, or a similar
eect, is at a 4 penalty.
Special: You can gain this eat multiple times. Its eects
do not stack. Each time you take this eat, it applies to anew spell.
IMPrESSIvE PrESENCETaldans know how to make an entrance and are skilled
beyond measure in the art o shock and awe. Your
grandiose sense o style makes it dicult or anyone (or
anything) to ignore you.
Prerequisite: Taldor action
Benet: As a ull-round action, you can attempt to draw
attention to yoursel. All creatures within 30 eet must
make a Will save (DC 10 + 1/2 your character level +
your Charisma modier), or become distracted by yourdisplay. Distracted creatures suer a 2 penalty on Listen
and Spot skill checks as well as a 2 penalty on Initiative
checks. These penalties persist or 1 minute, as long as
you are sti ll within line o sight . This abil ity cannot be
used during combat.
PErFOrMANCE ArTISTYou studied in the avant garde theatre scene o Taldor.
Your perormance skills have been known to bring even
the toughest crowd to their eet.
Prerequisite: Taldor action.
Benet: Choose one type o Perorm skill. You get a +2
bonus on such Perorm skill checks. This bonus increasesto +5 when you are usi ng Perorm to earn money.
POISONErYour amily has long carried on the gloried tradition o
ending mens lives with bitter herbs and venoms.
Prerequisite: Taldor action.
Benet: You gain a +2 bonus on Fortitude saves against
poison. In addition, you do not risk accidentally poisoning
yoursel when you roll a natural 1 on an attack roll with a
poisoned weapon.
vINDICTIvEProne to endless euds, your people simply do not orgivea slight easily.
Prerequisite: Taldor action.
Benet: You receive a +1 bonus on attack rolls made
against creatures that damaged you in the previous round
with a ranged or melee attack.
Gary decides his Ouat bodyguard is going to take
Improved Initiative or his rst-level eat (he wants Taar
to be ready to deend his riends at a moments notice.)
For his bonus action eat, Gary decides Taar will take
Stay Deaths Embrace, a lasting symbol o his ormer
career as a bodyguard.
Step 6: AlignmentNo evil-aligned PCs are allowed in Pathnder Society
Organized Play. You may select any o the good or neutral
alignments (though obviously not neutral evil). Gary
chooses Lawul Neutral or Taars alignment.
Step 7: Hit PointsHit points and how you gain them as you level unction
dierently in Pathnder Society Organized Play. Thetable below shows hit dice per class, hit points at rst
level, and hit points gained each level.
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Class Hit Dice Hit Points Hit Points
at 1st-Leel1 Gained Pe Leel1
Barbarian d12 12 7
Bard d6 6 4
Cleric d8 8 5
Druid d8 8 5Fighter d10 10 6
Monk d8 8 5
Paladin d10 10 6
Ranger d8 8 5
Rogue d6 6 4
Sorcerer d4 4 3
Wizard d4 4 3
1: Add this number to your constitution bonus plus any applicable
eats, such as Toughness.
Step 8: Character Background, Physical
Features, and BeliefsWhat you have above is the mechanical skeleton o
your character. Now its time to esh it out. Let s give
your character some personality and some un quirks
to roleplay. Make the character a real person with
motivations, distinctive physical and emotional traits,
and a unique and interesting personal history.
A good way to bring your character to lie is to
ask yoursel some questions about them. Or ask them. I
they talk to you, go ahead and conduct a little interview
using the ollowing questions or others o your devising.
Though not required, answering these questions can give
you a clearer understanding o your character in a Societ ythat appreciates well though out and well roleplayed
characters.
Where were you born? When? How old are1.
you? Were you born into opulence? Were you
born behind a dung cart on a short break rom
another o your mothers back-breaking work
days?
Are your parents still alive? I not, when and2.
how did they die? Does their present situation
or the circumstances surrounding their deathhave any eect on your lie choices? What is
their legacy? Did they pass on a amily curse?
Was their ortune swindled away by a scurr ilous
villa in? Were they nobles? Were they dir t poor?
Were you ashamed o them? Were you proud
o them? Were they ashamed o you? Were
there secrets? Did your ather have a strange
signet ring that disappeared mysteriously
when he died? Did your mother run a mage
academy? Did people give you sidelong glances
and mutter about your real ather when you
walked past them in the market?
Do you have any siblings or other extended3.
amily? How important are they to you? Do
you love them? Hate them? A little o both? Arethey dead? Are they missing? Are they cursed
by an evi l lich? Do they own a ship? Do they
embarrass you? Do you embarrass them? Did
they marry the love o your lie? Do they steal?
Were they crippled in an accident you caused?
Blinded by a torturer because they wouldnt
give you up to the authorities? Do they hunt
you in vengeance?
What is your avorite color? I you could only eat4.
one ood or the rest o your lie, what would it
be? I you had 100,000 gold pieces to spend, andyou couldnt buy anything even remotely useul,
what would you spend it on? A menagerie o
exotic animals? A magical pleasure barge? An
ostentatious harpsichord? A personal che who
ollows you around? A parcel o swamp land? A
ossilized dire sloth?
Who do you hate? Who would you murder i5.
you were sure you could get away with it and no
one would ever nd out? I you could erase one
custom, invention, or practice rom the ace o
existence, what would it be? Why?
Who do you love? What person would you6.
sacrice a t housand people to save? Why do you
love them? Do they love you? Are you sure?
What do you look like? Are you stocky? Do you7.
have huge jowls? A pug nose, broken rom
too many bar brawls? The thick orearms o a
sailor? Spindly legs with knobby knees? A scar
across your orehead? A acial tick? A lazy eye?
Are you missing two ngers on your le hand?
What happened to those other ngers? Are you
bald? Do you have a braided beard with goldenornaments in it? Are you unnaturally tall? Are
you an albino? Do you have particu larly (and
unsettlingly) sharp teeth?
What do you believe in? Do you have aith in a8.
higher power? A god? A demon lord? I so which
one? Are you a pragmatist? Do you believe
people are born good? Evil? Do you believe in
ate? Do you think people choose their own
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destiny? Do you believe peace is the answer
to the worlds ills? Education? Conquest? Are
you a patr iot? Whats an ideal you hold on to?
Compassion? Bravery? Righteousness? Power?
How do you see yoursel? Are you superior to9.
others in your own mind? Are you unworthyo anothers love? Do you love yoursel ? Do you
hate yoursel? What are you araid o most?
What have you done that you are most ashamed
o? What single deed makes you most proud?
How do you dress? Do you wear black satin10.
doublets because they are slimming and
hide the weight you put on since you le the
monastery? Do you wear worn gray robes
because you believe hiding your power is
more important than showing o and inviting
unwanted attention? Do you wear sparklingjewels and garish colors to make a splash
wherever you roam? Do you avor the dress o
your people, or scorn it? Why?
How do you talk? Do you stutter? Do you11.
speak slowly, careul to phrase every sentence
perectly? Are you eloquent? Do you avor
strange syntax, such as always reerring to
yoursel in the third person? Do you speak
soly, or are you especially boisterous? Do
you have an accent? Do you grumble? Mutter?
Prattle? Do you speak in a high pitch? A low
growl? Do you only speak when spoken to?
What are your goals in lie? Do you want to12.
restore your amily honor? Do you want to
impress the woman o your dreams? Find your
lost child? Find the secret o immortality?
Write a poetic masterpiece worthy o passing
down through the ages? Find your mothers
long lost sword?
Now or the most important question: Why did you
join the Path nder Society? The lie o a Pathnder is
not one commonly chosen. Why did you choose it? Wasit your destiny? Are you trying to prove something? Do
you have a burning obsession with the past? A burning
obsession with money? Do you do it because it drives
the tavern wenches mad? Because it drives your parents
crazy? Because somebody has to? Because lie is the gods
biggest joke and you plan to laugh your way through it?
In Pathnder Society Organized Play, you may be
playing your character at conventions with several
dierent Game Masters. These GMs may ask to peruse
your character record sheet and previous chronicles prior
to start ing a scenario. I you wish it might be useul to jot
a ew o your avorite answers to the above questions on
a 3 5 Card and include it with the sheet so that the GM
can get a good handle on who your character is at a quick
glance. This may allow them to bring your background
into the adventure in subtle ways or even cater theoccasional situation to create a un dramatic moment
based on your personality traits.
Step 9: Starting EquipmentNow your Pathnder is alive! She is a whole person
dedicated to a action hailing rom a distinct racial
background, with a class , abil ities, sk ills, and eats, not to
mention a rich character background, distinctive physical
traits, and personal belies. All she lacks now is gear.
Every character in Pathnder Society Organized
Play begins the campaign with 150 gold pieces worth o
spending cash. A ll o the armor, weapons, and equipmentin Chapter Seven o the PH are available or purchase as
well as any o the items listed in the Equipment section
o Chapter 5 in the Pathnder Chronicles Campaign Setting
hardcover. You may not select items rom outside o these
lists during character creation.
chaPter 5:the three commandm