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<h1>パスファインダー協会ロールプレイング組合手引書<small><a href="http://paizo.com/products/btpy84k4">Pathfinder Society Roleplaying Guild
Guide</a></small></h1>
<ul><li><a href="#CHAP1">1章:加盟プレイの概観</a></li>
<li><a href="#CHAP2">2章:プレイヤーの基本</a></li>
<li><a href="#CHAP3">3章:GMの基本</a></li>
<li><a href="#CHAP4">4章:ロールプレイング手引書の基本</a></li>
<li><a href="#APP1">付録1:キャラクター作成</a></li>
<li><a href="#APP2">付録2:派閥</a></li>
<li><a href="#APP3">付録3:パスファインダー協会の世界</a></li>
<li><a href="#APP4">付録4:冒険の後</a></li>
<li><a href="#APP5">付録5:プレイヤーの報酬</a></li>
<li><a href="#APP6">付録6:パスファインダー協会協力開催者</a></li>
<li><a href="#APP7">付録7:ロールプレイング組合手引書用語集</a></li>
<li><a href="#APP8">付録8:参照用紙</a></li>
</ul><h2 id="CHAP1"><strong>1章 加盟プレイの概観<span style="font-size:14px;">Overview of
Organized Play</span></strong></h2>
<div>
<p> Paizoの加盟プレイ用プログラムの1つ、パスファインダー協会ロールプレイング・ギルド/The Pathfinder Society
Roleplaying
Guildは全世界規模のファンタジー・ロールプレイング・ゲームのキャンペーンだ。この中で君はパスファインダー協会のエージェントとなる。パスファインダー協会は探検家、考古学者、冒険者で構成される有名な互助組織だ。彼らは魔法と邪悪で隠された、古代世界の大いなる謎と神秘を見つけ出し、記録する。このキャンペーンの本拠地は、世界の中心と呼ばれる都市アブサロム/Absalom。偉大なる内海/Inner
Seaにまたがる、山に覆われたコルトス島/Isle of
Kortosに位置している。暗い裏通りやアブサロムの政治的な陰謀から、パスファインダー・ロールプレイング・ゲームに存在する世界でも最も興味深く特異な地に向かう遠出まで、パスファインダーの冒険は多岐にわたる。</p>
<p>
 パスファインダー協会ロールプレイング・ギルドでは、パスファインダー・ロールプレイング・ゲームを使用する。この案内書は、この興奮する劇的なキャンペーンに参加するために必要な情報を君に提供する。パスファインダー協会へようこそ!</p>
</div>
<h3><strong>加盟プレイ<span style="font-size:12px;">ORGANIZED
PLAY</span></strong></h3>
<p>
 加盟プレイのキャンペーンでは、君のキャラクターは世界中にいる何千ものプレイヤーと同じ共通の設定で冒険に向かう。こういったプレイヤーは家やゲーム・ショップ、コンベンション、オンラインで遊ぶために集まり、冒険を報告し、パスファインダーRPGの世界の運命に影響を与える。君のキャラクターを、世界中で開催されるパスファインダー協会ロールプレイング・ギルドの公式イベントに参加させることもできる。また、ゲーム・マスター(GM)や仲間が遊ぶたびに変わったとしても、君のキャラクターは新しい冒険を継続し、より強力になり、素晴らしい報酬を獲得する。多様な仲間がキャンペーン世界に深みとキャラクターを加えてくれるため、時を超えて加盟プレイ環境に参加することは、独特な夢中になる経験を提供する。また、加盟プレイは他のプレイヤーと関わり、知らない人と会い、伝統的なキャンペーンのように過去から続く物語を記録する必要も定例会を企画する必要もない、素晴らしい方法でもある。</p>
<p>
 あるいは、メンバーの決まった仲の良い友人の集まりでロールプレイング・ギルドの経験を続けることを好むプレイヤーも居る。彼らはロールプレイング・ギルドのキャラクター作成ルールや冒険シナリオ、報酬構造を個人用キャンペーンの枠組みとして用いる。いずれのやり方も、加盟プレイのキャンペーンに参加する妥当な方法であり、多くのプレイヤーは公式イベントと個人イベントを組み合わせて楽しんでいる。</p>
<p>
 加盟プレイのキャンペーンは共通世界を舞台にしているため、遊んだ場所やシナリオを運用した人にかかわらず、プレイヤーが同じ経験を共有できるようにするために必要な追加ルールが少々存在する。本書の後半では全てのプレイヤーが同じように遊ぶためのこれらキャンペーン・ルールをまとめる。</p>
<p>
 Paizoの加盟プレイ部門は、パスファインダー協会ロールプレイング・ギルドを管理している。加盟プレイ・マネージャー、加盟プレイ・リード・デベロッパー、全てパスファインダー協会開発者、パスファインダー協会デザイン連絡係がこの組織に所属している。協力者や支部員が世界規模のゲームの調整をサポートしてくれている。支部に関する情報はAppendix
7:ロールプレイング・ギルド・ガイドの用語集に掲載されている。</p>
<p>
 本書の各項目に注意深く目を通してほしい。質問があれば加盟プレイ・マネージャー宛に<strong>organizedplay@paizo.com</strong>まで(訳注:英語)。</p>
<div>
<h3><strong>パスファインダー協会ウェブ・ページ <span style="font-size:12px;">The Pathfinder
Society Web Page</span></strong></h3>
<p>
 この手引書のルールになにか質問が? 君の地元でパスファインダー協会イベントを探したり開催したりしたい? 活気に満ちたパスファインダー協会オンラインに参加しよう。<strong>paizo.com/paizo/messageboards/paizoInc/
organizedPlay</strong>のパスファインダー協会公式フォーラムへどうぞ(訳注:英語)。君のフィードバックがパスファインダー協会を成長させる助けになる。だから気楽に立ち寄って、私達がパスファインダー協会の経験をより良いものにするための方法を教えてほしい!</p>
</div>
<h3><strong>コミュニティの基本 <span style="font-size:12px;">COMMUNITY
STANDARDS</span></strong></h3>
<p>
 パスファインダー協会は誰にも開かれた社交行事だ。誰もが安全で楽しい環境でゲームを頼むことこそ私達の狙いなのだ。キャラクター同士の対立が発生するかもしれないが、いかなるときでも、プレイヤーがテーブルから除外されたり脅かされたりしている、と感じることがあってはならない。仲間のプレイヤーを尊重し、協力することで、積極的に記憶に残る体験を生み出すことを、私達はすべての参加者に求めている。この目的のために、私達は不適切ないし違法な行為に対して、どんな人であっても参加を拒絶する権利を持っている。全ての参加拒否には、理由、拒否期間、パスファインダー協会の活動に再び参加するための条件が示されていなければならない。</p>
<p>
 不適切な行為には、性的犯罪、肉体的または言葉による攻撃または脅迫、わいせつ行為、不適切な身体接触、不快な性的関心、中傷、ストーカー行為、性別・性自認・性表現・年齢・性的指向・障害・身体的外観・体格・人種・民族・宗教に基づく嫌がらせや差別が含まれるが、これらに限定されない。</p>
<p>
 この方針に基づく苦情は、イベント主催者や支部員に連絡される必要がある。彼らはこの問題を解決するために行動するか、より高位の支部員に解決を委ねることになる。あるいは、<strong>organizedplay@paizo.com</strong>へメールを送り、加盟プレイ・マネージャー(OPM)に直接報告してもよい。問題はできるだけ低い階層で解決される。上位に問題が委ねられた場合、OPMはこの方針の適用による紛争を最終的に裁定する。</p>
<p>
 この方針だからといって、警察やその他の適切な機関に対する電話を禁ずるものではない。イベントの期間中安心感を得るため、イベント主催者や支部員は参加者が地元の警察に連絡したり、同伴者を伴ったり、その他の嫌がらせを受けた人を助けるための手助けをすることができる。参加いただき、ありがとう。</p>
<p>
 違法でも必ずしも不適切なものでもないが、パスファインダー協会の加盟プレイ・キャンペーンにおいて、ゲーム卓で不快な状況が発生する可能性があるテーマが含まれていることを認識している。このような場合、声でもメモを渡す形でもよいので、その卓のゲーム・マスター(GM)に問題を認識させるよう、プレイヤーにお願いしたい。卓内で参加者の完成を尊重し、一度判別された問題のあるテーマを薄めたり、方向性を変えたりするよう対処することを、私達はGMに求めている。問題のある行動をやめるよう依頼された参加者は、ただちにそれに従うか、あるいは卓から離れることを求められる。</p>
<p>
 パスファインダー協会に参加している人はみな、安全で楽しい環境でゲームを楽しむことを私達は望んでいる。キャラクター同士の対立が発生する可能性はあるものの、プレイヤーはいつでも卓から除外されたり、脅かされたりしてはならない。すべての参加者が仲間のプレイヤーを尊重し、協力して記憶に残る体験を生み出してほしい。これらのガイドラインは、私達の目的をどのように達成するかを示している。パスファインダー協会の卓に座ることで、参加者はパスファインダー協会の利用規約に同意するものとする。</p>
<h4><strong>不正行為の禁止<span style="font-size:10px;">Do Not
Cheat</span></strong></h4>
<p>
 ゲームの完全性を維持し、不正行為をしないこと。これには、ダイス目の改ざん、クロニクル・シートの改ざん、承認されていない要素の使用、データの参考資料を所有せずにそのデータを君のキャラクターが使用すること、イベント主催者に嘘をつくことが挙げられるが、これらに留まらない。不正行為を犯した参加者は、その行為に応じた期間の間、ロールプレイング・ギルドのイベントへの参加を禁止される。繰り返し不正行為を行うものは、パスファインダー協会およびPaizoのその他の加盟プレイの枠組みへの参加を禁止される。</p>
<h4><strong>良い記録の継続 <span style="font-size:10px;">Keep Good
Records</span></strong></h4>
<p>
 パスファインダー協会は、キャラクター・シート、所持品記録シート、クロニクル・シートを使用してキャラクターの進行状況を記録する。GMおよびイベント運営者は、キャンペーンを信頼でき、構成で、楽しいものにするために、これらの文書を頼りにしている。正確な記録を維持するのは君の責任だ。ロールプレイング・ギルドのイベントでは、君のキャラクター・シートと君がそのロールプレイング・ギルドのイベントで使いたいキャラクターに付随するクロニクル・シート全てを、紙ないし電子コピーで持ち運ばなければならない。紙への印刷版を使用する場合、キャラクター毎に指定したホルダーを持つバインダーにキャラクター・シートとクロニクル・シートを入れておくとよいだろう。電子コピーはGMに見せやすいデバイス1つに治められていなければならない。GMはキャラクター情報が治められたデジタル・デバイスの安全や状態について責任を持たない。クロニクル・シートとキャラクターの進行に関する詳細な情報は、付録4:冒険の後を参照。</p>
<h3><strong>ゲームの種類<span style="font-size:12px;">TYPES OF
GAMES</span></strong></h3>
<p> ロールプレイング・ギルドでは、ゲームをいくつかの分類に分けている。</p>
<p><strong>パスファインダー・クエスト/Pathfinder
Quests</strong>:ロールプレイング・ギルド用に書かれたクエストは1時間の導入用の冒険だ。</p>
<p><strong>パスファインダー・クエスト・アーク/Pathfinder Quest
Arcs</strong>:ロールプレイング・ギルド専用に書かれたクエスト・アークは、共通のテーマを持ついくつかのクエストで構成され、最終的に素晴らしい冒険となる。</p>
<p><strong>パスファインダー協会シナリオ/Pathfinder Society
Scenarios</strong>:ロールプレイング・ギルド専用に書かれたシナリオは、連続した物語の1エピソードを表現したもので、プレイに4~5時間ほどかかる。</p>
<p><strong>パスファインダー・モジュール/Pathfinder
Modules</strong>:モジュールはパスファインダーRPGルールを用いる32ページないし64ページの冒険だ。パスファインダー協会統括部門は、ロールプレイング・ギルドで使用できるかどうか、個々にパスファインダー・モジュールを認可している。詳細な情報は12ページを参照。</p>
<p><strong>パスファインダー・アドベンチャー・パス/Pathfinder Adventure
Path</strong>:アドベンチャー・パスは6冊で構成される、パスファインダーRPGのキャンペーンだ。パスファインダー協会開発部門では、ロールプレイング・ギルドで使用できるかどうか、個々にアドベンチャー・パスを認可している。詳細な情報は12ページを参照。</p>
<h3><strong>参考文書<span style="font-size:12px;">RESOURCES</span></strong></h3>
<p>
 パスファインダー協会ロールプレイング・ギルドでは、全てのメンバーがパスファインダーRPGコア・ルールブックと、パスファインダー協会ロールプレイング・ギルド手引書(本書)を所持していなければならない。また、プレイヤーとGMは<strong>paizo.com/paizo/organizedplay/faq</strong>に掲載される公式のパスファインダー協会ロールプレイング・ギルドFAQと、<strong>paizo.com/pathfindersociety/rpg/clarifications</strong>に掲載されるキャンペーン説明に慣れ親しんでいることが求められる。</p>
<p>
 ルールに複数のバージョンがある場合、指針としてキャンペーンの明確化ドキュメントを参照すること。君のデータの項目がない場合、掲載された出典を提示されたものとして使用すること。それでも差異がある場合、問題として、<strong>organizedplay@paizo.com</strong>宛でキャンペーン監督部門にメールを送ってほしい。</p>
<p> キャラクターに関連する明確化やFAQがある場合、パスファインダー協会ロールプレイング・ギルドのゲームに、関連項目のコピーを持参する必要がある。</p>
<p>
 GMはフォーラムのすべての投稿を読む必要はないが、説明を整理しておく必要がある。GMは、加盟プレイ・フォーラムのスレッドで目にすることのできる加盟プレイ部門の投稿を含む、ルールの明確化を無視することはできない。フォーラムの明確化は将来、可能な限り早くFAQ、キャンペーンの明確化ドキュメント、本書のいずれかに加えられる。</p>
<p>
 Paizoはパスファインダーのゲーム・ルールと世界を更に詳しく伝える広範な書籍を制作している。これらの書籍には、キャラクターをカスタマイズするための様々な選択肢が提示されている。<strong>paizo.com/pathfindersociety/rpg/additional</strong>に、このキャンペーンで使用できる追加の参考文書の一覧を見ることができる。パスファインダーRPGコア・ルールブック以外の出典からデータを使用するには、プレイヤーは自分がその参考文書を所有していることを示す、参照できるコピーを持参する必要がある。”参照できるコピー”とは、以下のいずれかである。その本の物理的な印刷物、自分の名前が記載されたPaizoのPDFの該当ページ、購入証明とセットになった該当ページの写真あるいは<strong>paizo.com/prd</strong>のPathfinder
Reference
Documentに電子データとしてアクセスできること。”購入証明”は、ゲーム店の領収書や<strong>paizo.com</strong>のMy
Downloadsページのスクリーン・ショットなどが含まれる。ルール自体に加え、ルールに関連するAdditional
Resourcesの現在のコピーを持参しなければならない。ゲームを開始する前にGMに追加の参考文書を使用するつもりだとGMに伝え、GMがその新しいルールを扱えるようにすること。</p>
<h3><strong>パスファインダー協会フォーラム<span style="font-size:12px;">PATHFINDER SOCIETY
FORUMS</span></strong></h3>
<p>
 <strong>paizo.com/pathfindersociety</strong>にある公式パスファインダー協会フォーラムに参加し、活気あるパスファインダー協会のオンライン・コミュニティに参加しよう。議論しよう! 質問しよう! イベントを見つけよう! キャラクター構築を比較しよう! フィードバックはプログラムの改善の助けになる。だから加盟プレイの体験をより良いものにするために気軽に立ち寄り、私達がどうすればいいかを教えてほしい。</p>
<h3><strong>パスファインダー協会メンバーとして登録する<span style="font-size:12px;">REGISTERING AS A
PATHFINDER SOCIETY MEMBER</span></strong></h3>
<p>
 パスファインダー協会ロールプレイング・ギルドのプレイヤーとして、君は自分の名前とキャラクターを<strong>paizo.com/organizedplay/myaccount</strong>にオンライン登録しなければならない。登録すると、公式のPaizo加盟プレイ番号が君のもとに届く。この番号を手元に置き、参加する全てのパスファインダー協会イベントに持ち運ぼう。Paizoは君のキャラクターが完了させた冒険の数とキャラクターが得た威信ポイントを記録する。君が作ったキャラクターそれぞれには、君のパスファインダー協会番号に”-X”が付記された番号で示される。例えば、君のパスファインダー協会番号が1234なら、2番めのキャラクターは1234-2となる。</p>
<p>
 君が公式今弁償やゲーム店のイベントでロールプレイング・ギルドを始めている場合、イベント運営者は加盟プレイ番号と確認コードをカードに与えることができる。現在、この番号は加盟プレイ番号となった。可能な限り早く、<strong>paizo.com/organizedplay</strong>にオンライン登録しよう。番号と確認コードを入力すると、君のはじめの冒険が新しい公式記録に自動的に紐付けられる。</p>
<h2 id="CHAP2"><strong>2章プレイヤーの基本</strong></h2>
<h3><strong>BEFORE THE ADVENTURE</strong></h3>
<p>As you sit down to begin an adventure, introduce yourself to the other
players and the GM. Take this time to determine which of your characters within
the adventure’s subtier you want to play; the GM should pass around a sign-in
sheet to record your character’s name, Pathfinder Society Number, level, and
faction. During this time, you should also decide whether you are going to take
full rewards or half rewards for the session (the other players will choose
this for themselves as well).</p>
<h3>CREATING A CHARACTER</h3>
<p>Appendix 1: Character Creation contains step-by-step instructions to help
you create your own Roleplaying Guild character. Read these rules carefully, as
they ensure that characters are suitable for the organized play campaign.</p>
<h3>PREGENERATED CHARACTERS</h3>
<p>If you don’t have time to create a new character or simply wish to try out a
new character class, you can use a pregenerated character. The Pathfinder
Society Roleplaying Guild offers pregenerated characters based on the
Pathfinder RPG’s iconic characters, available at paizo.com/communityuse/package
or from your local event coordinator. When using a pregenerated character in
this way, the player applies the adventure’s credit (gp, Prestige Points, etc.)
to one of her Roleplaying Guild characters. The following rules apply when
playing pregenerated characters.</p>
<p>Making Character Choices: Before the game, make the following choices about
your character.</p>
<ul><li>Choose one of the pregenerated characters available in Community Use
Package: Pathfinder Society Pregenerated Characters at
paizo.com/communityuse/package.</li>
<li>You must choose to which of your characters the credit will be applied at
the beginning of the adventure. Credit from a 1st-level pregenerated character
can be applied only to a 1st-level character. Credit for playing higherlevel
pregenerated characters must be applied to a Roleplaying Guild character of a
lower level than the pregenerated character or to a newly created
character.</li>
</ul><p>Resolving Conditions: During play, you may need to resolve various
conditions that affect your character.</p>
<ul><li>Throughout the adventure, the pregenerated character might accrue
unfortunate conditions such as disease, curses, or even death. The pregenerated
character must always clear and resolve these conditions before the end of the
adventure; otherwise, they affect the Roleplaying Guild character.</li>
<li>The player can use the pregenerated character’s funds――including selling
her gear at half price――to pay for these spellcasting services. In addition,
the player can contribute the associated Roleplaying Guild character’s
resources (gp and Prestige Points) to this end. The Roleplaying Guild character
must contribute a minimum amount of gp before spending the pregenerated
character’s wealth in this way, depending on her level: 0 gp for a 1st-level
pregenerated character, 1,000 gp for 4th-level, and 2,000 gp for
7th-level.</li>
</ul><p>Applying Credit: You may apply credit for an adventure once your Roleplaying
Guild character reaches the level of the pregenerated character used to play
through it. For example, if you played a 7th-level pregenerated character, you
would apply the credit once your character reaches 7th level. To apply credit,
follow the steps below.</p>
<ul><li>Apply the credit for any eligible adventures in the order in which they
were played.</li>
<li>If you apply credit for multiple adventures at once, your Roleplaying Guild
character might advance multiple levels. The character’s level cannot exceed
the Tier range of any Chronicle sheets applied to her.</li>
<li>You can apply credit to a newly created, 1st-level Roleplaying Guild
character from a higher-level sanctioned module or Adventure Path. When doing
so, reduce the gp reward to 500 gp if the adventure grants 1 XP or 1,398 gp if
it grants 3 XP. You do not benefit from any boons until your Roleplaying Guild
character reaches the minimum level listed on the Chronicle sheet, unless
otherwise noted.</li>
</ul><p>Downtime: Pregenerated characters can participate in Downtime activities as
long as they have the appropriate skills to do so. See Appendix 4: After the
Adventure for more details.</p>
<h3>ONE CHARACTER PER ADVENTURE</h3>
<p>Although you can have more than one active character in the Pathfinder
Society Roleplaying Guild, you can play only one of your characters during a
specific adventure session. In situations that require a pregenerated character
as the fourth character to make a legal table, the GM can assign a player to
play that pregenerated character as well as his own character, or the GM can
allow the group to choose the pregenerated character’s actions.</p>
<h3>NO PLAYER-VERSUS-PLAYER COMBAT</h3>
<p>In keeping with the “cooperate” theme of the Pathfinder Society,
player-versus-player conflict should be kept to a minimum. While circumstances
may arise where friendly fire occurs, a player must always receive the other
player’s consent before performing such actions. Deliberate death of a
character at the hands of another character should never occur. This rule does
not apply in situations where a character is not acting of his own initiative,
such as being mind-controlled by an NPC and forced to attack a fellow
Pathfinder.</p>
<h3>AFTER THE ADVENTURE</h3>
<p>After you finish an adventure, the GM tracks character advancement, wealth
gained, and Prestige Points earned and spent. Record any item purchases worth
25 gp or more on the character’s Inventory Tracking Sheet.</p>
<p>As a player, you are expected to keep accurate, up-todate records of your
character and make sure to bring all of your Chronicle sheets to every
Roleplaying Guild event or session. If you forget your Chronicle sheets, you
will be unable to play your character, though you can play a pregenerated
character. We suggest keeping everything in a binder with an individual folder
for each character.</p>
<p>See Appendix 4: After the Adventure for information on filling out your
Chronicle sheet and resolving events at the end of an adventure.</p>
<h3>REPLAYING ADVENTURES</h3>
<p>You can receive credit――a Chronicle sheet with the adventure’s rewards――once
for playing an adventure and once for running the same adventure as a GM,
regardless of how many times you play or run that specific adventure. In
certain circumstances, you may need to replay an adventure you have already
completed. The following rules determine when replaying Roleplaying Guild
adventures is legal, and what benefits you can gain from replaying.</p>
<p>Minimum Legal Table Size: You are permitted to replay an adventure in order
to meet the minimum legal table size, with the following stipulations.</p>
<p>Rewards: You don’t earn any rewards beyond having a good time. You should
(in this instance only) receive a Chronicle sheet for the adventure, though the
GM will denote that you earned no gp, Prestige Points, Fame, XP, boons, item
access, or any other benefits or disadvantages otherwise normally awarded by a
Chronicle sheet. You do not receive Downtime with which to attempt a Day Job
check. This Chronicle sheet serves only as a placeholder to indicate the
character participated in the adventure and provides a place to track
consumables, purchases, and conditions acquired by playing the adventure. This
is the only exception to not having two copies of the same Chronicle sheet
assigned to one character.</p>
<p>Notify the GM: You must inform the GM that you have already played the
adventure or run it as a GM. GMs are encouraged to be as flexible as possible
when replaying an adventure is the only method to run a legal table, but a GM
has the right to deny replaying an adventure to players if she feels
uncomfortable running an adventure for players who have foreknowledge of the
story.</p>
<p>No Spoilers: Spoiling plot points or using insider knowledge to affect game
play is grounds for the GM to remove players from the table. You should be very
careful about character knowledge versus player knowledge. If you are concerned
about possible spoilers, take the GM aside and ask her how she would like to
handle it.</p>
<p>GM Star Replay: As a GM earns GM stars, she gains a limited ability to
replay adventures (see Chapter 3: GM Basics). Note on the Chronicle sheet that
you are using one of these limited replay opportunities (for example, “GM Star
Replay #3”).</p>
<h3>CORE CAMPAIGN</h3>
<p>Most Pathfinder Society Roleplaying Guild games use the standard character
creation rules――typically referred to as the Standard Campaign. Players and GMs
can also participate in the Core Campaign, which comes with several advantages
and limitations.</p>
<p>Limited Resources: Core Campaign PCs are limited to using the Pathfinder RPG
Core Rulebook, Pathfinder Society Roleplaying Guild Guide, and Pathfinder RPG
Character Traits Web Enhancement when building their characters. Some
adventures’ Chronicle sheets also open access to other gear, feats, and other
character options, which Core characters can use. Only such Chronicle sheets
earned in the Core Campaign offer these expanded options to Core PCs.</p>
<p>The only exception to this rule are special race options. Boons that offer
additional race options only apply to the Core Campaign if they were earned
during an adventure; promotional boons and other Chronicle sheets that open up
new race options otherwise can't be used in the Core Campaign.</p>
<p>No Mixing Campaigns: A session must accommodate only Core PCs or Standard
PCs; characters from different campaign modes should not be part of the same
adventure. The exception is that a Core PC can play at a Standard Campaign
event, but the PC irrevocably becomes part of to the Standard Campaign, can no
longer participate in Core Campaign events, and can now select any character
options permitted in the Standard campaign.</p>
<p>Expanded Replay: A participant can earn credit once for playing and once for
running an adventure as a GM in each of the two campaigns――a total of four
possible credits.</p>
<p>Easy to Learn: With fewer options, the Core Campaign is less intimidating
for players and GMs alike, especially those who are newer to the Pathfinder
RPG.</p>
<h2>PLAYTESTS AND ERRATA</h2>
<p>The Pathfinder Roleplaying Game is a living game, and whether in the form of
a playtest that varies from its final incarnation, conversion from the 3.5
rules set to the Pathfinder RPG, or errata or FAQ for the core rules, sometimes
game elements change over the course of a PC’s career. The following guidelines
allow players to update or convert existing characters to use the most current
rules. When rebuilding your character in any way, you must describe all changes
on your next Chronicle sheet in the Notes section, and your GM must initial
that section.</p>
<p>Feats and Traits: If a feat or trait changes or is removed from the
Additional Resources list, you have two options: You can switch the old feat
for an updated feat of the same name in another legal source (if available),
ignoring any prerequisites of the new feat you do not meet, or you can replace
the feat (and any of the old feat’s prerequisite feats) entirely with another
feat for which you meet all the prerequisites. If any of the feat’s changes
directly reference one or more pieces of equipment you own (such as the weapon
selected for the Weapon Focus feat), you can sell back that equipment at full
market value.</p>
<p>Class Features, Prestige Class Features, and Archetype Abilities: If an
ability-score-dependent feature of a class, prestige class, or archetype is
altered at any time, you can rebuild your character to its current XP. Keep the
same equipment, but you can resell any equipment that augments the altered
ability score at its full market price.</p>
<p>If a class, prestige class, or archetype changes in such a way that you no
longer have proficiency with a given weapon or armor type, you can sell back
the affected equipment ――and only the affected equipment――at full market value.
You can also retrain any feats directly associated with the affected equipment.
If the price of an item becomes more expensive, you must sell back the affected
equipment at its original full market value based on its remaining number of
charges (if any). So long as you have enough gp and Fame, you can purchase the
same item at its updated cost.</p>
<p>Spells: If the level of a spell changes, you must retrain the altered spell,
replacing it with another spell of its original spell level. You can also
retrain one spell of the altered spell’s new level, but only in order to learn
the altered spell. You must sell back any potions, scrolls, or wands that use
that spell at their current full market value based on the spell’s old level
and the remaining number of charges. If a favored class bonus changes, you can
reassign your entire favored class bonus at each level to any of the now-legal
options.</p>
<p>This guide is not able to cover all possibilities with regard to playtests
and errata. Additional topics not covered in this section are sometimes
discussed on forum posts at paizo.com/pathfindersociety or in Pathfinder
Society blog posts at paizo.com/paizo/blog. Please consult those sources and
apply those changes if any of your characters are affected by errata or
playtest material.</p>
<h2 id="CHAP3">3章GMの基本</h2>
<p>Running games in the Pathfinder Society Roleplaying Guild is not that much
different from running a regular campaign, with a few minor caveats. Be sure to
familiarize yourself with Chapter 2: Player Basics and Appendix 1: Character
Creation and Appendix 4: After the Adventure. You need to know what players
know; what their expectations are; and how their characters are created,
played, and advanced.</p>
<h3>WHAT IS A GAME MASTER?</h3>
<p>A Game Master (GM) is the person who adjudicates the rules and controls all
of the elements of the story and world that the players explore. A GM’s duty is
to provide a fair and fun game. In the Pathfinder Society Roleplaying Guild, a
GM must also help players fill out their paperwork, ensuring each player has an
accurate accounting of his character (PC), and must report the results of each
game to the event coordinator or on paizo.com.</p>
<h3>WHO CAN BE A GAME MASTER?</h3>
<p>Anyone with a valid Pathfinder Society Number can run adventures in the
Pathfinder Society Roleplaying Guild. There are no tests to qualify as a GM.
Neither are there feedback-based rating systems, wherein GMs are ranked by
their players. While some players are hesitant to transition into the role of
Game Master, local Pathfinder Society groups and the campaign as a whole
benefit as the pool of Game Masters increases. In many cases, players sitting
at a new GM’s table can offer guidance to help build that GM’s skills and
confidence, so don’t be afraid to get behind the screen and give a whole table
of players a great Roleplaying Guild experience.</p>
<h3>YOUR DUTIES AS GAME MASTER</h3>
<p>As a Pathfinder Society Roleplaying Guild GM, you have the following
duties.</p>
<ul><li>Work with local coordinators to schedule an event for you to GM.</li>
<li>Prepare an adventure to offer to players, including gathering the necessary
supplies such as maps, miniatures, and reference materials.</li>
<li>Welcome each player to the table and facilitate introductions (don’t forget
yourself !).</li>
<li>Look over each player’s character sheet and most recent Chronicle sheets
for accuracy. Identify any egregious issues to the event coordinator to follow
up on.</li>
<li>Run the scenario as written and within the time constraints of the
event.</li>
<li>Give each player an accurate Chronicle sheet for that scenario based on the
listed adventure rewards (see Filling Out a Chronicle Sheet on page 14).</li>
<li>Complete reporting sheets that include additional tracking information and
turn them over to the event coordinator.</li>
<li>If you happen to be acting as both GM and event coordinator, be sure to
register your event on paizo.com and then report the results of your sessions
in a timely fashion.</li>
</ul><h3>TIERS AND SUBTIERS</h3>
<p>Roleplaying Guild Scenarios are designed so that players of a variety of
levels can participate in a given adventure together. Every scenario has a tier
range and many have associated subtiers. Tiers indicate which character levels
are legal for that scenario. If a PC’s level does not fall within the tier,
that character cannot legally play in that scenario.</p>
<ul><li>Tier 1 (no subtier)</li>
<li>Tier 1~2 (no subtier)</li>
<li>Tier 1~5 (Subtiers 1~2 and 4~5)</li>
<li>Tier 1~7 (Seasons 0~2 only, Subtiers 1~2, 4~5, and 6~7)</li>
<li>Tier 3~7 (Subtiers 3~4 and 6~7)</li>
<li>Tier 5~9 (Subtiers 5~6 and 8~9)</li>
<li>Tier 7~11 (Subtiers 7~8 and 10~11)</li>
<li>Tier 12+ (Seeker Content; Subtiers 12~13, 14~15, and 16+)</li>
</ul><p>Within each tier, PCs or pregenerated characters should be used in the
subtier in which they fall whenever possible, but they may be adjusted up or
down, based on the average party level at the table, as outlined below. For
scenarios with more than two subtiers, characters must be in adjacent subtiers
to play together.</p>
<h3>DETERMINING AVERAGE PARTY LEVEL</h3>
<p>In order to determine which subtier a mixed-level group of PCs must play in,
calculate the group’s average party level (APL).</p>
<p>APL = sum of character levels/number of characters</p>
<p>Divide the total number of character levels by the number of characters in
the party, rounding to the nearest whole number. If the result of the average
party level calculation ends with 0.5, the players should decide whether to
round up or down.</p>
<p>Scenarios in Seasons 0 through 3 were designed for four characters. For
these scenarios, if the APL is between subtiers, a party of six or seven
characters must play the higher subtier. Parties with four or five characters
must play the lower subtier.</p>
<p>Starting with Season 4, scenarios were designed for six characters and
contained methods to adjust for tables with four players. When the APL of a
table is between two subtiers (like APL 3 for a Tier 1~5 scenario), a party of
four characters must play the lower tier without any adjustments for party
size. A party of five to seven characters whose APL falls between two subtiers
must play the higher tier with the four-character adjustments found throughout
the scenario.</p>
<p>In the fringe case where there are no PCs that are high enough level to have
reached the subtier level (such as a party of six 3rd-level characters), the
group can decide to play the lower subtier.</p>
<h3>LEGAL TABLE SIZE</h3>
<p>The minimum table size for a Roleplaying Guild Organized Play session is
four players. The recommended maximum is six players. In cases where you simply
cannot seat four players, you may run a table of three players, and play an
appropriate level pregenerated iconic character in order to meet the minimum
table size of four PCs. Pregenerated iconic characters are available for level
1, level 4, and level 7.</p>
<p>If seven players show up to an event, rather than turning someone away,
consider adding a seventh person to the table. Check with the players to
determine their preferences before running a seven-person table, as sevenperson
tables often overpower otherwise challenging adventures and limit the amount of
time each player gets to shine in the given scenario.</p>
<p>Tables may not have eight or more players.</p>
<h3>ADAPTING SEASONS 0~5</h3>
<p>The Pathfinder Society Roleplaying Guild has evolved over its lifetime.
Below are instructions for making adjustments to Scenarios #1 to #5~25 to bring
them up to date to the current season.</p>
<p>Season 0 (Scenarios #1~#28): Season 0 scenarios were written before the
release of the Pathfinder Roleplaying Game. Scenarios are to be run with
minimal changes by GMs, limited to adding CMB/CMD scores to NPCs and monsters
and using newly combined skills such as Stealth and Perception instead of Move
Silently and Spot. If a creature in the scenario also appears in a Pathfinder
RPG Bestiary volume and has the same CR, you may use the stats from that
volume. This is the only substitution allowed in these scenarios.</p>
<p>Prestige Awards and Faction Missions: Faction missions no longer count
toward the success conditions of a scenario. The primary and secondary success
conditions grant 1 Prestige Point each, for a maximum total of 2 Prestige
Points. The primary success condition for a Season 0~2 scenario is the overall
scenario’s goal; Season 3~4 scenarios instead use the Success Condition
included after the scenario’s Conclusion section. A free supplementary document
available for download at
paizo.com/pathfindersociety/pfsproducts/pfsFreeProducts details the secondary
success condition for each scenario.</p>
<p>Seasons 0~2: For the first three seasons of the campaign, only five factions
were available for characters to ally with. As such, members of the newer
factions introduced in Season 3 playing older scenarios can utilize faction
missions from another faction, as follows.</p>
<ul><li>Grand Lodge faction PCs should treat Osirion faction missions as their own
for all Season 0, 1, and 2 scenarios.</li>
<li>Silver Crusade faction PCs should treat Andoran faction missions as their
own for all Season 0, 1, and 2 scenarios.</li>
</ul><p style="list-style:none;">Seasons 3~4: Two factions that are now retired――the
Lantern Lodge and Shadow Lodge――were available for characters to ally with
during Seasons 3~4; ignore these factions’ missions.</p>
<p style="list-style:none;">Seasons 0~5: After the first six seasons, the
nation-based factions were replaced with ideals-based factions.</p>
<p style="list-style:none;">Slow Advancement Track Rewards: The option for
slower advancement was introduced in Season 3. The maximum amount of gold a
slow advancement track PC can earn from pre-season 3 scenarios is half the
listed amount (or the Out-of-Subtier amount referred to below) rounded down.
Similarly, a Pathfinder using the slow advancement track may only earn a
maximum of 1 Prestige Point for completing both mission objectives: 1/2 for
completing the primary mission objective and 1/2 for completing the secondary
mission objective. The pre-entered +1 XP on Chronicle sheets from Season 0~2
scenarios should be changed to +1/2 for PCs using the slow advancement
track.</p>
<p style="list-style:none;">Out-of-Subtier Gold: The Out-of-Subtier value was
introduced in Season 5; therefore, Chronicle sheets from Seasons 0~4 do not
include these wealth tables for normal or slow progression. The Out-of-Subtier
gold value is the average of the high and low subtiers; for slow progression it
is half the normal Out-of-Subtier value, rounded down.</p>
<h3 style="list-style:none;">ADDITIONAL PLAYABLE CONTENT</h3>
<p style="list-style:none;">In addition to scenarios, the Roleplaying Guild
also offers sanctioned modules and Adventure Paths. This additional content
works differently from standard scenario play as outlined below.</p>
<p style="list-style:none;">Characters: Depending on which mode the content is
played, only certain characters are allowed.</p>
<p style="list-style:none;">Campaign Mode: For sanctioned modules and Adventure
Paths, GMs are allowed to use their own rules for character creation and
running the presented content (the entire book or series). Credit is applied to
an appropriate Roleplaying Guild character as if the character created was a
pregenerated character.</p>
<p style="list-style:none;">Module Mode: Pathfinder Society Roleplaying Guild
characters are the only characters allowed. All Roleplaying Guild rules must be
followed. Most modules only give credit to legal Roleplaying Guild
characters.</p>
<p style="list-style:none;">Standard pregenerated characters are allowed for
use in module mode play in any module for which the character would be in the
module’s level range. Higherlevel content requires a legal Roleplaying Guild
character in the appropriate level range.</p>
<p style="list-style:none;">Sanctioned Content: A document had been created for
each sanctioned module and Adventure Path that outlines the content that
players receive credit to be applied to legal characters as well as the
Chronicle sheet(s) for that adventure. This document can be found on the
product page for the sanctioned material or at
paizo.com/pathfindersociety/additionalResources.</p>
<p style="list-style:none;">Time: Pathfinder Society sanctioned modules and
Adventure Paths can take several sessions to complete. GMs are encouraged to
work with players who miss one or more sessions when issuing Chronicles. Until
applicable Chronicle sheets are handed out, these characters may not be used in
any other Pathfinder Society Roleplaying Guild event.</p>
<h4 style="list-style:none;">Applying Credit</h4>
<p style="list-style:none;">All players receive a Chronicle sheet unless, at
the GM’s discretion, they are replaying the module or Adventure Path for no
credit.</p>
<h4 style="list-style:none;">Multi-Session Adventures and Extended Play</h4>
<p style="list-style:none;">Roleplaying Guild characters can only played in one
scenario, module, or Adventure Path at a time. Characters are considered to be
playing in a scenario, module or Adventure Path until they receive a Chronicle
sheet for sanctioned content. GMs are advised to work with players who do not
finish a scenario, module, or Adventure Path to receive their Chronicle
sheets.</p>
<h3 style="list-style:none;">TABLE VARIATION</h3>
<p style="list-style:none;">While the goal of the Pathfinder Society
Roleplaying Guild is to provide an even, balanced experience to all players,
doing so would require all PCs to be exactly the same and all GMs to be
restricted to a stiflingly oppressive script. We understand that sometimes a
Game Master has to make rules adjudications on the fly, deal with unexpected
player choices, or even cope with extremely unlucky (or lucky) dice on both
sides of the screen.</p>
<p style="list-style:none;">Scenarios are meant to be run as written, with no
addition or subtraction to the number of monsters (unless indicated in the
scenario), or changes to armor, feats, items, skills, spells, statistics,
traits, or weapons. However, if the actions of the PCs before or during an
encounter invalidate the provided tactics or starting locations, the GM should
consider whether changing these would provide a more enjoyable play
experience.</p>
<p style="list-style:none;">As a Pathfinder Society Roleplaying Guild GM, you
have the right and responsibility to make whatever judgments, within the rules,
that you feel are necessary at your table to ensure everyone has a fair and fun
experience. This does not mean you can contradict rules or restrictions
outlined in this document, a published Pathfinder RPG source, errata document,
or official FAQ on paizo.com. What it does mean is that only you can judge what
is right for your table during cases not covered in these sources.</p>
<p style="list-style:none;">Additionally, the GM may consider utilizing terrain
and environmental conditions when those effects have been written into the
flavor of a scenario but the mechanics that are normally associated with them
by the Core Rulebook have not been added to the encounters. GMs are always
encouraged to reward role-playing when adjudicating the reactions of NPCs or
the outcome of ingame encounters.</p>
<p style="list-style:none;">GMs may use other Pathfinder RPG sources to add
flavor to the scenario, but may not change the mechanics of encounters.
Specifically, the mechanics of an encounter are the creatures presented, the
number of opponents in the encounter, and the information written into the stat
blocks for those opponents. If an encounter is a trap, haunt, or skill check
that needs to be achieved to bypass a situation then the listed DCs and results
are not to be altered, as they are the mechanics of that encounter.
Additionally, if an encounter already includes mechanical effects of terrain,
weather, or hazards, please be aware that these things are also considered
mechanics that may not be altered. Roleplaying Guild GMs cannot ban legal
character options at public events.</p>
<p style="list-style:none;">If a particular issue comes up repeatedly or causes
a significant problem in one of your games, please raise any questions or
concerns on the Pathfinder Society forums at paizo.com/pathfindersociety, and
the campaign management staff or the Pathfinder RPG development team will work
to provide you with an answer to avoid confusion in the future. Even with
unlimited time to address such concerns, however, there will always be slight
table variation and Game Master fiat. The following sections provide advice on
addressing some common table variations you should consider before running a
Roleplaying Guild game.</p>
<h4 style="list-style:none;">Creative Solutions</h4>
<p style="list-style:none;">Sometimes during the course of a scenario, your
players might surprise you with a creative solution to an encounter (or the
entire scenario) that you didn’t see coming and that isn’t expressly covered in
the scenario. If, for example, your players manage to roleplay their way
through a combat and successfully accomplish the goal of that encounter without
killing the antagonist, give the PCs the same reward they would have gained had
they defeated their opponent in combat. If that scene specifically calls for
the PCs to receive gold piece rewards based on the gear collected from the
defeated combatants, instead allow the PCs to find a chest of gold (or
something similar) that gives them the same rewards. Additionally, if the PCs
miss an NPC who carries a specific potion or scroll that the PCs might be
granted access to on the scenario’s Chronicle sheet, don’t cross that item off
the sheet ――instead, allow the PCs to find the item elsewhere as a reward for
creatively resolving the encounter without resorting to combat.</p>
<p style="list-style:none;">The Pathfinder Society Roleplaying Guild never
wants to give the impression that the only way to solve a problem is to kill
it. Rewarding the creative use of skills and roleplaying not only make Society
games more fun for the players, but it also gives the GM a level of flexibility
in ensuring players receive the rewards they are due.</p>
<p style="list-style:none;">But what if your players accidentally or
intentionally kill an important NPC who was supposed to give them a crucial
piece of information that’s needed for the scenario to progress? This is a
tough problem for the GM and requires improvisation. Don’t decide the scenario
is over just because the old man with the letter was caught in a magical
crossfire and roasted alive, destroying both him and the important letter.
Reveal that the letter survived by some freakish miracle (it was in a
fire-proof pouch in his pocket) or maybe that the old man had a lackey who was
watching from a nearby alley and knows everything the old man did, or another
similar explanation. Improvisation will keep your scenario moving forward and
help you work around unforeseen obstacles.</p>
<h4 style="list-style:none;">Alignment Infractions</h4>
<p style="list-style:none;">Players are responsible for their characters’
actions. “That’s just what my character would do” is not a defense for behaving
like a jerk.</p>
<p style="list-style:none;">Alignment infractions are a touchy subject. Killing
an innocent, wanton destruction, and other acts that can be construed as evil
might be considered alignment infractions. Ultimately, you are he final
authority at the table, but you must warn any player whose character is
deviating from his chosen alignment. This warning must be clear, and you must
make sure that the player understands the warning and the actions that
initiated the warning. The PC should be given the opportunity to correct the
behavior, justify it, or face the consequences. We believe a deity would
forgive a one-time bad choice as long as the action wasn’t too egregious (such
as burning down an orphanage full of children, killing a peasant for no good
reason but sport, etc.). Hence, you can issue a warning to the player through a
“feeling” he receives from his deity, a vision he is given, his conscience
talking to him, or some other similar roleplaying event.</p>
<p style="list-style:none;">If infractions continue in the course of the
scenario or sanctioned module or Adventure Path, an alignment change might be
in order. If you deem these continued actions warrant an alignment change, you
should note it on the character’s Chronicle sheet at the end of the session in
the notes section The character can remove this gained condition through an
atonement spell. If the condition is removed, you should also note it on the
Chronicle sheet.</p>
<p style="list-style:none;">Characters who become wantonly evil by performing
vile actions deliberately and without motive or provocation are retired from
the campaign. This measure is a last resort; there is more than one way to play
a given alignment.</p>
<p style="list-style:none;">If a character has become wantonly evil as defined
above, you should escalate the report to the event coordinator, or the local
Venture-Captain or Venture-Lieutenant. If they agree with you, then the
character is deemed wantonly evil and considered removed from the campaign.
Again, these measures should be taken as a very last resort.</p>
<p style="list-style:none;">In the event of a wantonly evil character, record
the character as “dead,” and the person who enters the tracking sheet should
check that box as well. If the event coordinator, Venture-Captain, or
Venture-Lieutenant decides the character fits the criteria for being wantonly
evil, she will then email the campaign coordinator to advise him of the
situation, including the player’s name, Pathfinder Society Number, character
number, and email address. She will advise the player of these actions and
offer the player the campaign coordinator’s email address so the player may
present his case.</p>
<h4 style="list-style:none;">Dealing with Death</h4>
<p style="list-style:none;">Given the dangers characters face once they become
Pathfinders, character death is a very real possibility (and a necessary one to
maintain a sense of risk and danger in the game). Consider, however, that for a
player new to Pathfinder Society Roleplaying Guild, or to the Pathfinder RPG in
general, having his character experience a violent death during his first game
can sour him on the campaign and the game altogether. While we don’t advocate
fudging die rolls, consider the experience of the player when deciding whether
to use especially lethal tactics or if a character is in extreme danger of
death, especially when the player is new to the game. Most players whose first
experience in a campaign results in a character death don’t return to the
campaign.</p>
<p style="list-style:none;">Similarly, if the entire party is killed and can’t
be brought back to life, then the slot is over for everyone in the party. This
means those players may have a substantial span of time before their next event
at a convention with no game to play. Obviously, we hope that such total party
kills never happen (and strive to balance the scenarios to make it
unlikely)――but, sometimes, the dice just aren’t with you and everyone passes
into the Great Beyond.</p>
<h3 style="list-style:none;">CHRONICLE SHEETS AND RECORD-KEEPING</h3>
<p style="list-style:none;">Regardless of whether you participate in the
Pathfinder Society Roleplaying Guild at home or at a convention, your most
important responsibility as a GM――other than providing your players a fair and
fun gaming experience ――is to keep a careful record of events on every
scenario’s Chronicle sheet.</p>
<p style="list-style:none;">Chronicle sheets record everything that a
Pathfinder Society Roleplaying Guild character does over the course of her
career and serves as the official record of each character in the campaign so a
character can be played under a number of GMs at events all over the world.
Chronicles also help prevent the rare unscrupulous player from cheating.</p>
<p style="list-style:none;">As you run your players through a Pathfinder
Society Roleplaying Guild adventure, there are three important things you must
keep track of: Prestige Points, treasure, and conditions.</p>
<p style="list-style:none;">Tracking Prestige Points is fairly simple; it
requires you to read over the success conditions in the back of the scenario
before play and then record whether or not the PCs accomplish these missions
during the scenario. It’s important to note that scenarios from different
seasons offer slightly different methods of gaining Prestige Points during
play, as covered in Adapting Seasons 0~5 section above.</p>
<p style="list-style:none;">When you are looking over the character record
sheets and Chronicle sheets of your players at the start of an event slot, if
you notice anything that seems amiss, you can ask the player to explain any
errors to you. If you believe a player to be cheating, please call over a
coordinator to make a ruling.</p>
<p style="list-style:none;">If you are both the coordinator and the GM, it’s
your call how to proceed, though we recommend that you do so calmly, nicely,
and with an open mind. The player might have simply made a mistake, or you
might have made a mistake in your understanding of her Chronicle sheet and
character record sheet. Remember that the game is supposed to be fun, so waste
as little time as possible on drama and spend as much time as possible
providing an exciting, action-packed scenario for your players.</p>
<p style="list-style:none;">If you find a mistake on a Chronicle sheet or
character record, resolve it as fairly as possible, such as having the
character spend additional gold needed to meet the full purchase price of the
item, retrain any feats using the rules presented in Pathfinder RPG Ultimate
Campaign, or replace any prepared spells not legal for play.</p>
<p style="list-style:none;">Check with your event coordinator, Venture-Captain,
or Venture-Lieutenant if you are unsure of how to fix a mistake.</p>
<p style="list-style:none;">If you believe the player to be cheating, ask her
to leave your table and then send an email to the Pathfinder Society staff,
detailing as much as you can remember about the sheet ――most importantly, get
the Pathfinder Society Number of the player in question.</p>
<h4 style="list-style:none;">Filling Out a Chronicle Sheet</h4>
<p style="list-style:none;">Following is a 10-step walkthrough of how to fill
out a Chronicle sheet at the end of a scenario. Refer to the sample Chronicle
sheet to the right for the locations of specific elements. Always fill out
Chronicle sheets in pen, and write clearly and legibly at all times.</p>
<p style="list-style:none;">Step 1: Hand each of the players a blank Chronicle
sheet and ask them to fill out the sections marked A~G, J, K, and P (Character
Chronicle #, Advancement Track, Player Name, Starting XP, Initial Fame, Initial
Prestige, Starting GP, etc.). When they’re done entering this information from
their past Chronicle sheets, have them return the documents to you.</p>
<p style="list-style:none;">Step 2: Note the advancement track selected by each
player at the beginning of the scenario (F).</p>
<p style="list-style:none;">Step 3: Award the character XP based on his
advancement track. A PC receives XP only if he survives the scenario or is
raised from the dead by the scenario’s conclusion and completed at least three
encounters over the course of the adventure. A character using the standard
advancement track earns 1 XP; a character on the slow advancement track earns
1/2 XP. Mark this value in the shaded XP Gained field and initial the adjacent
box (H).</p>
<p style="list-style:none;">Step 4: Determine how many Prestige Points the
character earned over the course of the scenario. A character on the standard
advancement track can earn a maximum of 2 Prestige Points: 1 PP for each
success condition completed. A character on the slow advancement track can earn
a maximum of 1 Prestige Point: 1/2 PP for each success condition completed.
Enter the number of Prestige Points earned in the shaded Prestige Gained field
and initial the adjacent box (L).</p>
<p style="list-style:none;">Step 5: Determine the Max Gold for the scenario
based on the PC’s advancement rate and the subtier played. Circle the
applicable value (F). If the PC’s level is not within the subtier played (such
as a 1st-, 2nd-, or 3rd-level character in Subtier 4~5), circle the
Out-of-Subtier gold value or calculate the Out-of-Subtier value for Seasons 0~4
by taking the average of both subtiers and rounding down. Write this value
beside area F and circle it. This value represents the total gold piece value a
character receives for defeating all enemies and finding all treasure in a
scenario.</p>
<p style="list-style:none;">If the player is playing a non-1st-level
pregenerated character, he may choose instead to apply this Chronicle sheet to
a 1st-level character by reducing this value to 500 gp (or 250 gp for the slow
advancement track) for completing a scenario or 1,398 gp (or 699 gp for the
slow advancement track) for completing a module. If the PCs failed to earn any
of the rewards listed for an encounter, deduct the amount listed for the
applicable subtier from the value circled in area F. If the resulting value is
negative, use 0 instead. Place the result of this calculation in the shaded GP
Gained field and initial the adjacent box (Q).</p>
<p style="list-style:none;">Step 6: Allow any PC who qualifies to attempt a Day
Job check or engage in other downtime activity, and enter the result of this
roll (determined by the table on page 34) in the Day Job field and initial the
adjacent box (R).</p>
<p style="list-style:none;">Step 7: Mark any special boons the players did or
did not earn (U) and cross out any treasure items the party didn’t find in the
scenario (V); additionally, if you’re running the lower subtier, always cross
out all of the items listed for the higher subtier.</p>
<p style="list-style:none;">Return the Chronicle sheet to the player.</p>
<p style="list-style:none;">Step 8: Have the player note gold spent or gained
from buying and selling items including spellcasting services in the gold spent
section (S). If the character gained an ongoing condition like a curse or
disease during the scenario, the player should note that here as well. See
Dealing with Afflictions below for more information on noting conditions gained
and cleared during a scenario or after its conclusion. Additionally, the player
must list any Prestige Awards his character gains by spending Prestige Points
in the notes sections.</p>
<p style="list-style:none;">Sometimes a player must have you witness a roll to
verify he successfully scribed a scroll into his spellbook or trained an animal
companion to do a new trick. Write your initials next to any such entries in
this sections to show that you witnessed the roll and that the PC was
successful in the attempt. Any equipment purchased or sold (that is more than
25 GP) should be tracked on the character’s current Inventory Tracking Sheet,
denoting the Character Chronicle # (A) next to the item purchased, sold, or
expended during the course of the scenario or after its conclusion.</p>
<p style="list-style:none;">Step 9: Have the player finish the calculations on
the right-hand side of the Chronicle sheet (sections I, M~O, and S~T).</p>
<p style="list-style:none;">Step 10: Review the completed Chronicle sheet and
check the player’s math. Ensure that the character has access to any items
bought and that the correct costs were paid. Verifying this information now
helps prevent errors from going unnoticed on future Chronicle sheets. Once
you’re satisfied with the information on the Chronicle sheet, fill in the gray
box at the bottom of the sheet and sign (W). For “Event,” write in the name of
the event you are playing at――if this is a home game or in-store game, just
write “home game” or the name of the store. If it’s a convention, write the
name of the show and the year. For “Event Code,” write in the event code
associated with your event found on paizo.com/pathfinderSociety.</p>
<h4 style="list-style:none;">Dealing with Afflictions</h4>
<p style="list-style:none;">At the end of a scenario, a PC might have been
afflicted with any number of possible afflictions, such as blindness, a curse,
deafness, a disease, or a poison. Verify that the player recorded any
conditions in the notes section on his Chronicle sheet and initial next to what
he wrote (see below). It’s specifically important that conditions be written
legibly so the player and subsequent GMs can understand them.</p>
<p style="list-style:none;">If the PC purchased the casting of a spell to
remove the condition, you need to make sure the player recorded that
information in the notes section at the bottom of the Chronicle sheet. If
another PC cleared the condition by casting a spell, this information should be
listed in the notes section with the casting character’s full Pathfinder
Society Number written in next to the spell’s name. If, during this scenario, a
character resolved a condition gained during a previous scenario, check that
the condition is listed as cleared under the notes section on the Chronicle
sheet for this scenario, and verify that the cost for resolving it or the PC
who cleared it has been recorded.</p>
<p style="list-style:none;">Note: Any affliction that would result in an
unplayable character must be resolved at the table once the game ends as
explained in Chapter 5 of this document.</p>
<h4 style="list-style:none;">Reporting Scenario Results</h4>
<p style="list-style:none;">Once you have completed a scenario and filled out
everyone’s Chronicle sheets, someone needs to report the results of the
scenario. For home games, GMs are always responsible for reporting their
results. For convention games and retail store games, the coordinator (who
might also be a GM) is responsible for reporting the results.</p>
<p style="list-style:none;">Whether you are running a game at home or at a
convention, you should have a scenario tracking sheet for each session you run.
These can be found in the back of most scenarios or online at
paizo.com/pathfindersociety/myAccount on the GM/Event Coordinator tab. As
you’re checking over the players’ completed Chronicle sheets, make note of each
character’s Pathfinder Society Number, character name, faction, and Prestige
Points earned during the scenario.</p>
<p style="list-style:none;">As soon as possible after the session ends, go to
the GM/Event Coordinator tab linked above, and click “Report.” Follow the
instructions carefully, and enter the information from the tracking sheet into
the form on the website. You’ll note that we collect far less information
online than each player’s Chronicle sheets contains――this is intentional.</p>
<p style="list-style:none;">Beginning in Season 5, most scenarios have
reporting notes at the end of the adventure. These instruct a GM to check one
or more boxes (A, B, C, or D) based on the PCs’ choices and accomplishments,
which help to shape the direction of the campaign. Be sure to check these boxes
as instructed.</p>
<p style="list-style:none;">Event coordinators at retail stores and conventions
are generally responsible for reporting the results of each session. As the
session finishes, simply fill out the items that need to be tracked online on
the convention tracking sheet and turn it in to the coordinator. The
coordinator will then input all that information online either during the
convention or shortly thereafter. In retail games and at smaller conventions,
the coordinator is also often a GM. Regardless of the location of play, do not
forget to report the results――reporting is very important to the success of
Pathfinder Society!</p>
<h3 style="list-style:none;">GAME MASTER REWARDS</h3>
<p style="list-style:none;">In the Pathfinder Society Roleplaying Guild, we
reward GMs for volunteering their time to run events. Starting with Version 2.2
of this guide (and not retroactive to any previous scenarios that were run),
any GM who runs a scenario gets full credit for that scenario applied to one of
her own characters. GMs also receive additional rewards based on the number of
scenarios they have run and reported (See Reporting Scenario Results on page 15
and GM Star Rewards below).</p>
<p style="list-style:none;">“Full credit” means the GM gets the following: 1 XP
for the scenario, 100% of the Max Gold for the subtier most appropriate to the
GM’s PC, and 2 PP (or, for a slow advancement track character, 1/2 XP, 1 PP,
and 50% of the Max Gold for the subtier most appropriate to the GM’s PC). For
sanctioned modules and Adventure Paths, full credit is 3 XP and 4 PP (1 XP and
1 PP or as per the sanctioning document for Free RPG Day modules).</p>
<p style="list-style:none;">The GM can select any special boons bestowed by a
Chronicle sheet, such as free magical treasure, regional boons, or future bonus
die rolls. Boons for specific faction members may only be selected if the
character that is receiving credit is part of that faction. The GM 's character
does not engage in downtime activity.</p>
<p style="list-style:none;">The subtier for which a GM’s character receives
credit depends on the character’s level. If a GM with a 1st-level rogue runs a
Tier 1~5 scenario using Subtier 1~2, she takes a Subtier 1~2 Chronicle sheet
for her 1st-level rogue. If she instead runs a Tier 1~5 scenario using Subtier
4~5, she still takes a Subtier 1~2 Chronicle sheet, as her PC clearly falls
within the lower subtier.</p>
<p style="list-style:none;">A GM who receives a Chronicle sheet that indicates
her character is between subtiers must always receive the Out-of-Subtier gold
value and access to items and boons for the subtier at which the adventure was
played.</p>
<p style="list-style:none;">If the GM with a low-level character runs any
higher tier scenarios that don’t include a subtier for her 1st-level rogue, she
takes the lowest subtier Chronicle sheet from that scenario and holds it for
her PC. Then, once her PC achieves the appropriate level for that Chronicle
sheet to be applied, it is immediately applied at that time. For example, if a
GM with a 1st-level rogue runs a Tier 5~9 scenario, she would take a Subtier
5~6 Chronicle sheet (the lowest subtier for that tier) for running the scenario
and set it aside. Once her rogue reaches 5th level, she can immediately apply
the Chronicle sheet to her character. This means that GMs’ characters can
potentially level up in bursts.</p>
<p style="list-style:none;">A GM can assign credit for running an adventure in
any of the same ways a player can, and must follow the same rules as a player
when applying credit to a character. When you choose to take a Chronicle sheet
for GM credit, you must decide which of your characters receives the Chronicle
sheet when you fill out the tracking sheet for that table. You must apply
Chronicle sheets in the order they are received.</p>
<h4 style="list-style:none;">GM Star Rewards</h4>
<p style="list-style:none;">The Pathfinder Society Roleplaying Guild offers a
GM ranking system. This system uses stars to denote the activity and experience
of a given GM. The stars are visible on your Pathfinder Society ID card. You
can earn up to four stars for running a certain number of reported games, as
follows.</p>
<p style="list-style:none;">To obtain a fifth star, you must accomplish the
following achievements.</p>
<p style="list-style:none;">Paizo announces and recognizes all 5-Star GMs by
name at both PaizoCon and Gen Con annually. In addition, there are special 4-
and 5-star GM rewards, such as exclusive scenarios.</p>
<p style="list-style:none;">All GMs receive the following rewards based on the
number of GM stars that they have earned.</p>
<h3 style="list-style:none;">ORDERING SCENARIOS</h3>
<p style="list-style:none;">All available Pathfinder Society Roleplaying Guild
scenarios can be found at paizo.com/pathfindersociety/pfsProducts. Anyone can
purchase a scenario PDF――all you need is a free paizo.com account. Scenarios
are generally released during the last week of each month. At least two new
scenarios are released each month, with extra events and specials released
throughout the year.</p>
<h2 id="CHAP4" style="list-style:none;">4章ロールプレイング手引書の基本</h2>
<p style="list-style:none;">The Pathfinder Society Roleplaying Guild organized
play campaign functions much like a home campaign played with the Pathfinder
RPG, with the following adjustments.</p>
<h3 style="list-style:none;">EVERGREEN ADVENTURES</h3>
<p style="list-style:none;">All Tier 1 and 1-2 adventures can be replayed an
unlimited number of times with a 1st-level character for credit. The Tier 1 and
1~2 adventures can also be played with a 2nd-level character once for credit in
each campaign mode (Core and Standard Modes). GMs receive another Chronicle
sheet each time they run one of the Tier 1 and Tier 1-2 adventures, but can
only apply a Chronicle sheet to one 2nd-level character per adventure per
campaign mode.</p>
<h3 style="list-style:none;">PRESTIGE CLASSES</h3>
<p style="list-style:none;">All roleplaying requirements for prestige classes,
such as particular ceremonies or killing a devil, are waived in the Pathfinder
Society Roleplaying Guild. Prestige class options and adjustments are found at
paizo.com/pathfinderSociety/additionalResources.</p>
<p style="list-style:none;">In addition, the loremaster prestige class’s
requirement of any three metamagic or item creation feats changes to any three
metamagic or Spell Focus feats.</p>
<h3 style="list-style:none;">CONDITIONS, DEATH, AND EXPENDABLES</h3>
<p style="list-style:none;">In certain cases, the events of an adventure can
affect a character even after that adventure has ended.</p>
<p style="list-style:none;">Conditions: Unless noted otherwise, all conditions,
including death, gained during an adventure must be resolved before the end of
the session. A condition in this context includes an affliction, a negative
effect, or an effect that is intended to mechanically affect your character in
a negative way. If such a condition isn’t resolved by the end of play, the
character should be reported as dead and becomes unplayable. However, a few
conditions need not be resolved by the end of play, including permanent
negative levels, ability drain that does not reduce an ability score to 0,
becoming a fallen member of a class that requires an atonement spell to regain
class features or spellcasting abilities, and conditions that impose no
mechanical effect.</p>
<p style="list-style:none;">Permanent negative levels, ability drain, and
nonmechanical conditions being carried over to the next session should be
recorded on the Chronicle sheet.</p>
<p style="list-style:none;">Players are encouraged to share their physical
resources in order to resolve any and all conditions. They may not pool
Prestige Points, even if they’re from the same faction. Characters can also
sell off gear, including the dead character’s gear, at 50% of its listed value
to raise money to purchase a spell that will resolve the condition, though they
can only do so in a settlement and they cannot sell off any items found during
the current adventure that they haven’t purchased. Characters can use the
rewards from the Chronicle sheet they earned in order to resolve any
conditions. Characters who die during an adventure and are raised receive full
XP for that adventure, as long as they completed at least three encounters.</p>
<p style="list-style:none;">A character who ultimately doesn’t resolve
conditions during or immediately after the adventure must be marked as dead.
That character’s player receives a Chronicle sheet for the adventure with no
XP, Prestige Points, gold, and boons. The GM reports that character as dead on
the Reporting Sheet provided with the adventure and on the character’s
Chronicle sheet. The player will need to make a new 1st-level character or play
a different character to continue playing in the Pathfinder Society Roleplaying
Guild.</p>
<p style="list-style:none;">Death: Death is a constant threat for characters
who undertake dangerous missions such as those given out by the Pathfinder
Society. Unfortunately, death can happen in Pathfinder Society Roleplaying
Guild play just like any regular Pathfinder RPG session.</p>
<p style="list-style:none;">The basic rule for the Roleplaying Guild is that if
a character dies during the course of an adventure:</p>
<p style="list-style:none;">Expendables: Any wealth spent or resources expended
during the course of an adventure must be tracked and recorded on either the
Chronicle Sheet or Inventory Tracking Sheet as applicable.</p>
<h2 style="list-style:none;">PURCHASING EQUIPMENT AND SPELLS</h2>
<p style="list-style:none;">In Pathfinder Society Roleplaying Guild play, you
can never buy, sell, or trade items with another player. You can allow another
player to borrow an item for the duration of an adventure. Characters can also
expend consumables on behalf of their party members. Players are permitted to
spend character gold to help a party member purchase spellcasting services such
as raise dead or remove disease. This includes pooling money to buy breath of
life or raise dead scrolls or potions for use in the game.</p>
<p style="list-style:none;">For ease of play, items of the same kind can be
upgraded from a masterwork item to a magic item by paying the difference in
cost of the two items. However, you can’t turn items of one type into another
(i.e., you can’t turn a masterwork rapier into a +1 greatsword). Mundane items
cannot be upgraded to masterwork items, nor can nonmagical aspects of equipment
be upgraded, such as the strength rating on a composite bow.</p>
<p style="list-style:none;">Magic items that can be used less often than once
per day (such as once per week or once per month and so on) are considered to
be usable once per adventure.</p>
<p style="list-style:none;">All gear that is consumable or worth more than 25
gp is tracked on Inventory Tracking Sheets.</p>
<h4 style="list-style:none;">Where to Buy Gear</h4>
<p style="list-style:none;">For simplicity’s sake, players can make purchases
or procure spellcasting services if their characters are in a town of more than
5,000 residents. The Pathfinder Society Roleplaying Guild assumes that every
faction has at least one representative in every settlement that is at least
the size of a small city. If outside of a town, PCs might be restricted from
buying anything, though this varies by adventure.</p>
<p style="list-style:none;">Minimum Fame Required Maximum Item Cost Under 5 0
gp 5 500 gp 9 1,500 gp 13 3,000 gp 18 5,250 gp 22 8,000 gp 27 11,750 gp 31
16,500 gp 36 23,000 gp 40 31,000 gp 45 41,000 gp 49 54,000 gp 54 70,000 gp 58
92,500 gp 63 120,000 gp 67 157,500 gp 72 205,000 gp 76 265,000 gp 81 342,500 gp
85 440,000 gp 90 565,000 gp 94 680,000 gp 99 800,000 gpAward Cost1 +4 on any
one skill check2 1 PP Dispel magic 1 PP Lesser restoration 1 PP Make whole 1 PP
Remove blindness/deafness 1 PP Remove curse 1 PP Remove disease 1 PP Remove
paralysis 1 PP Free purchase up to 150 gp3 1 PP Atonement 2 PP (8 PP to restore
cleric/druid/inquisitor/paladin powers) Break enchantment 2 PP Greater dispel
magic 2 PP Heal 2 PP Neutralize poison 2 PP Restoration 2 PP (4 PP to remove a
permanent negative level) Free purchase up to 750 gp3 2 PP Regenerate 3 PP Have
your body recovered 5 PP by a rescue team Raise dead 16 PP Greater restoration
16 PP Resurrection 32 PP True resurrection 77 PP</p>
<ul><li>Dark Archive faction PCs should treat Cheliax faction missions as their own
for all Season 0-5 scenarios.</li>
<li>The Exchange faction PCs should treat Qadiran factions missions as their
own for all Season 0-5 scenarios.</li>
<li>Liberty’s Edge should treat all Andoran faction missions as their own for
all Season 0-5 scenarios.</li>
<li>Scarab Sages should treat all Osirian faction missions as their own for all
Season 0~5 scenarios.</li>
<li>Sovereign Court should treat all Taldan faction missions as their own for
Season 0~5 scenarios.</li>
<li>One faction that is now retired――the Sczarni――was available for characters
to ally with during Seasons 3~5; ignore this faction’s missions.</li>
<li>Report 10 sessions as GM = 1 star</li>
<li>Report 30 sessions as GM = 2 stars</li>
<li>Report 60 sessions as GM = 3 stars</li>
<li>Report 100 sessions as GM = 4 stars</li>
<li>Report 150 sessions as GM</li>
<li>Run 50 different adventures</li>
<li>Run 10 or more specials or exclusives</li>
<li>Run a Roleplaying Guild session in the presence of a member of the
Pathfinder Society leadership team or a Venture-Captain. Throughout the
session, this designated representative will evaluate your rules knowledge,
improvisational skills, preparation, and ability to provide a fair and fun
experience for all involved Pathfinder Society Roleplaying Guild players and
recommend the granting of a fifth star.</li>
<li>A bonus number of free rerolls (see Rerolls on page 36) equal to the number
of GM stars earned.</li>
<li>The ability to replay one scenario once (see Replaying Adventures on page
7) per star earned.</li>
<li>The ability to apply a special GM Star reward Chronicle to one character,
available as a free download at paizo.com/pathfindersociety.</li>
<li>He can be raised by a character of appropriate class and level seated at
his table by paying all costs associated with the resurrection.</li>
<li>He can be raised by an NPC in an appropriately sized settlement by
purchasing appropriate spellcasting services.</li>
<li>He can be raised by his faction by spending the requisite Prestige
Points.</li>
<li>All basic armor, gear, items, and weapons from Chapter 6 of the Pathfinder
RPG Core Rulebook, including items for Small and Large characters. This does
not include equipment made from dragonhide, but it does include equipment made
from the other special materials, such as alchemical silver and cold iron (see
the Special Materials section on page 154 of the Core Rulebook). All mundane
weapons, armor, equipment, and alchemical gear found in any other source that
is legal for play are considered always available, including masterwork quality
versions where a cost is defined.</li>
<li>+1 weapons (2,000 gp + 300 gp for the masterwork weapon cost + item
cost)</li>
<li>+1 armor (1,000 gp + 150 gp for the masterwork armor cost + item cost)</li>
<li>+1 shields (1,000 gp + 150 gp for the masterwork armor cost + item
cost)</li>
<li>Potions and oils of 0- or 1st-level spells at caster level 1st (50 gp or
less)</li>
<li>Scrolls of 0- or 1st-level spells at caster level 1st (50 gp or less)</li>
<li>Wayfinder (at a 50% discount for 250 gp; see page 299 of Pathfinder
Campaign Setting: The Inner Sea World Guide)</li>
<li>All items purchased with Prestige Points.</li>
<li>If a spell appears at different levels on two different lists, use the
lower level spell to determine cost (for example, poison would be priced as a
3rd-level druid spell instead of a 4th-level cleric spell).</li>
<li>All potions, scrolls, and wands are available only at the minimum caster
level unless found at a higher caster level on a Chronicle sheet.</li>
<li>For the sake of simplicity, there is no difference between an arcane,
divine, or psychic scroll or wand. Thus a bard and cleric may both use the same
scroll of cure moderate wounds.</li>
<li>Finally, scrolls of spells of 7th level or higher are not permitted for
characters below 12th level unless you gain access to them on a Chronicle sheet
that specifically lists them.</li>
<li>To hire a spellcaster, you must be able to pay the gold piece cost. Page
163 of the Core Rulebook covers the rules for purchasing spellcasting services
and the associated costs are listed in the Spellcasting and Services table on
page 159.</li>
<li>If you don’t have sufficient gold, the other players around the table can
chip in, but they cannot be compelled to do so.</li>
<li>You can also use Prestige Points to purchase spellcasting services per the
table on page 21.</li>
<li>If a character wants to ensure success with a spell that requires a caster
level check or a specific caster level, hired spellcasters are able to cast
spells at any caster level as appropriate, such as destroyed magic items that
might require an extremely high caster level for make whole to repair them and
restore their function. For example, remove curse requires a caster level check
with a difficulty equal to the save DC for the curse; a caster level of 14
would be required to ensure success on a curse with a save DC of 15.</li>
<li>Spells that are 7th level or higher can’t be purchased from hired
spellcasters, unless listed as available by your faction.</li>
<li>Spells and effects with permanent or instantaneous duration that heal
damage, repair damage, or remove harmful conditions remain in effect at the end
of the adventure.</li>
<li>Afflictions and harmful conditions obtained during an adventure remain
until healed and carry over from adventure to adventure (except as noted under
Conditions, Death, and Expendables on page 18).</li>
<li>A character can have one each of the following spells on an item or items
that carries over from adventure to adventure: continual flame, masterwork
transformation (Pathfinder RPG Ultimate Magic 228), secret chest, and secret
page.</li>
<li>For every 10 points of Fame, a character gains a cumulative +1 bonus on
Diplomacy checks against members of the Pathfinder Society or her faction.</li>
<li>Her Fame might also afford her certain titles and incidental privileges and
allow her to purchase spells and items from the Pathfinder Society or her
faction between scenarios.</li>
<li>A character’s Fame score determines the maximum gp value of any items she
can purchase from the Pathfinder Society or her faction, as detailed in the
table on page 19. The character must still actually spend the gold to receive
the desired item. For double weapons, calculate the cost of each end separately
when considering Fame purchasing limits.</li>
<li>Player characters can’t spend Prestige Points during combat.</li>
<li>GMs can choose to limit the number of times Prestige Points may be spent
during an adventure if the players become excessive and time is of the
essence.</li>
<li>Player characters can’t pool Prestige Points to obtain more expensive boons
or services, even if they are members of the same faction.</li>
<li>Prestige Points are designed to be spent by characters on themselves.</li>
<li>A character’s ability to spend Prestige Points is dependent on her being in
contact with the Pathfinder Society or other members of her faction, and unless
noted otherwise, the Pathfinder Society and most factions tend to have agents,
contacts, or headquarters in settlements with at least 5,000 people.</li>
<li>To reflect the difficulty of contacting a Pathfinder Society or faction
agent in a smaller settlement, Prestige Point costs increase by 5 in
communities with fewer than 5,000 people.</li>
<li>It is possible for a player character to spend her Prestige Points even if
the character in question is dead, petrified, or otherwise out of commission in
the context of the current adventure. In essence, this represents the PC having
made prior arrangements with the Pathfinder Society or her faction to perform
certain actions on her behalf, such as recovering her dead body and returning
it to a specific location or having it raised from the dead. In this event, the
PC’s actual location does not impact the Prestige Point cost. This cost also
includes recovery of a character’s lost equipment or the need to hunt down and
kill a character’s undead body before recovering it and bringing it back to
life.</li>
</ul><p style="list-style:none;">Wardens of the Reborn Forge: Characters must start
between 33 and 35.5 XP, complete the entire module with the same character, and
can’t participate in any other adventure until this Seeker arc has been
completed.</p>
<p style="list-style:none;">Characters that are 12th level and higher can also
play higher-level scenarios, modules, and sanctioned Adventure Paths to reach
levels higher than 13.</p>
<p style="list-style:none;">Any Seeker with sufficient Fame and experience can
purchase scrolls containing 7th-, 8th-, and 9th-level spells, following the
price guidelines in the Core Rulebook. Access to these spells is restricted to
scrolls and is not available for spellcasting services. Upon reaching 13th
level, Seekers are eligible to select spells or purchase 7th-level scrolls.
Upon reaching 15th level, they are eligible to select spells or purchase
8th-level scrolls. Upon reaching 17th level, they are eligible to select spells
or purchase 9th-level scrolls.</p>
<h3 style="list-style:none;">ROLEPLAYING GUILD POLICIES</h3>
<p style="list-style:none;">The Roleplaying Guild is a living campaign, and as
such, is constantly evolving. In between versions of this guide, updates to
policies may be necessary to keep the organization running smoothly. Any
updates are announced in the Monday blog on paizo.com, which is dedicated to
all things Pathfinder Society. After each announcement, copies of the new
policy will be posted on the website at paizo.com/pathfinderSociety/policies.
Current policies include the Pathfinder Society Community Behavior Policy, the
Retail Incentive policy, and the Convention Support policy.</p>
<h3 style="list-style:none;">IMPLEMENTING CHANGES</h3>
<p style="list-style:none;">Oftentimes, changes to the campaign, whether
through errata, additional resources, or campaign clarifications, are made just
before a convention or game day comes about. Unfortunately, this occurs most
often when members of the Pathfinder Society Roleplaying Guild aren’t able to
easily access such information. When this occurs, the member does not have to
implement the change until after that convention or game session. GMs should
mark any Chronicle sheet earned at that event as ID, for “implementation
delay.” Players then have the ensuing time to update their characters to meet
current campaign guidelines.</p>
<h2 id="APP1" style="list-style:none;"><strong>付録1:キャラクター作成</strong></h2>
<p style="list-style:none;">
 この付録では、パスファインダー協会ロールプレイング・ギルド用のキャラクター作成における各ステップを詳細に示す。</p>
<h3 style="list-style:none;"><strong>1. コア・モードか標準モードかを選択 <span style="font-size:12px;">CORE OR STANDARD MODE</span></strong></h3>
<p>
 最初のステップでは、コア・キャラクター作成ルールか標準キャラクター作成ルールのどちらを使用するかを決定する。コア・モードでは、君はパスファインダーRPGコア・ルールブックの掲載情報と、この案内書だけをキャラクター作成に使用する。所持していなければならない資料の量が減り、選択肢が限られることでキャンペーンは単純化されたものになる。標準モードでは、君は<strong>paizo.com/pathfindersociety/rpg/additional</strong>(英語)のAdditional
Resources文書に掲載されたすべての製品を使用することができる。</p>
<h3 style="list-style:none;"><strong>2. 種族と年齢 <span style="font-size:12px;">RACE AND AGE</span></strong></h3>
<p>
 君のキャラクターの種族を選択する。コア・ルールブックに掲載されたものは全て選択できる。また、イフリット、ウンディーネ、オレイアス、キツネ、シルフ、テング、ナガジ、ワヤンも選択できるが、適切な参考資料を所有している場合に限られる。他の種族はキャンペーンの恩恵として使用できる。この場合、そのような恩恵が使用できるクロニクル・シートが、キャラクターに適用される最初のクロニクル・シートでなければならない。</p>
<p>
 どの種族を選択したとしても、各種族内の選択肢はコア・ルールブックに掲載されたもの以外にも存在する。君のキャラクターの種族で使用できる選択肢の一覧については、Additional
Resourcesを参照のこと。</p>
<p>
 キャラクターは青年(コア・ルールブック[英語版]の169ページ、表7-1)から古希(コア・ルールブック[英語版]の169ページ、表7-2)の間の年齢でなければならない。</p>
<h3 style="list-style:none;"><strong>3. 能力値 <span style="font-size:12px;">ABILITY SCORES</span></strong></h3>
<p>
 ロールプレイング・ギルドのキャラクターはコア・ルールブック[英語版]の15ページに掲載されている、能力値購入ルールを使用する。パスファインダー・ロールプレイング・ギルドはハイファンタジー・ロールプレイング・キャンペーンである。そのため、君は20ポイントをキャラクターの能力値に割り振る。能力値のコストはコア・ルールブック[英語版]の16ページ、表1-1に示されている。君は7未満あるいは18を超える能力値を購入することはできない。種族修正はポイントを消費した後に適用される。これらの修正を適用した結果、能力値が5~20の能力値を持ってゲームを開始する。</p>
<p> キャラクターの能力値は、年齢段階によって変更させないこと。</p>
<h3 style="list-style:none;"><strong>4. クラス <span style="font-size:12px;">CLASS</span></strong></h3>
<p>
 ロールプレイング・ギルドの全てのキャラクターは1レベルからゲームを開始する。ほとんどのクラスとアーキタイプが使用できるが、ロールプレイング・ギルドでうまくやっていくためにわずかな変更が少し存在する。コア・ルールブックのクラスは以下の変更を行う。</p>
<p>
<strong>ウィザード</strong>:ウィザードは1レベルの時点で《巻物作成》ではなく《呪文熟練》を得る。1レベルの時点でウィザードが無料で得られる絆のアイテムとして、いつも使用できるアイテムの一覧(本書の21ページ[英語])に掲載されたアイテムのみを選択できる。</p>
<p><strong>クレリック</strong>:特定の領域を持つクレリックやイローリを信仰するクレリックの能力は、以下のようになる。</p>
<p style="margin-left:9pt;">• 貴族の領域を持つクレリックは、8レベルの時点で《統率力》ではなく《説得力》を得る。</p>
<p style="margin-left:9pt;">• ルーンの領域を持つクレリックは、1レベルの時点で《巻物作成》ではなく《呪文熟練》を得る。</p>
<p style="margin-left:9pt;">•
イローリを信仰するクレリックは、ボーナス特技として《素手打撃強化》を得る。これにより、彼らはこの神格の得意な武器(素手打撃)を、機会攻撃を誘発することなく使用できる。</p>
<p><strong style="font-family:Cambria;">ドルイド</strong><span style="font-family:Cambria;">:貴族の領域を持つドルイドは、8レベルの時点で《統率力》ではなく《説得力》を得る。</span></p>
<p><span style="font-family:Cambria;"> </span>コア・ルールブックに掲載されていないクラスや全てのアーキタイプについては、それがロールプレイング・ギルド内で違反なく使用できるかをAdditional
Resourcesを参照して確認すること。また、同様に変更点についてCampaign
Clarifications(<strong>paizo.com/pathfindersociety/rpg/clarifications</strong>)を参照すること。</p>
<p>
 各キャラクターは、自分で選択した適性クラスを1つ有した状態でゲームを開始する。通常、適性クラスは1レベルの時点で選択したクラスと同じものとなる。キャラクターが適性クラスのレベルを1獲得するたびに、そのキャラクターは+1ヒット・ポイントか+1技能ランクを得る(適性クラスのより詳細な情報については、コア・ルールブック[英語版]31ページを参照)。ハーフエルフのキャラクターは適性クラスを2つ持つ。特定のクラス向けの代替適性クラス・オプションが提示された種族もある。</p>
<h3 style="list-style:none;"><strong>5. 属性 <span style="font-size:12px;">ALIGNMENT</span></strong></h3>
<p style="list-style:none;">
 以下の属性(コア・ルールブック[英語版]166ページ)から1つを選択すること:混沌にして善、混沌にして中立、秩序にして善、秩序にして中立、真なる中立、中立にして善。プレイヤーは悪のキャラクターをプレイすることはないだろう。属性を選択する際、君のキャラクターのクラスが持つ、属性に関する前提条件を満たすかどうか確認すること。</p>
<p style="list-style:none;"><span style="font-size:15.21px;font-weight:700;">6.
宗教 </span><span style="font-weight:700;font-size:12px;">RELIGION</span></p>
<p> キャラクターはコア・ルールブック、<em>Pathfinder Campaign Setting: The Inner Sea World
Guide</em>、<em>Pathfinder Campaign Setting: Gods and Magic</em>、その他Additional
Resourcesに掲載された資料の神格一覧に掲載された任意の神格を信仰してよい。</p>
<p> 以下のいずれかのクラスのレベルを持つキャラクターは、神格を1つ選択しなければならない。</p>
<p style="margin-left:9pt;">• インクィジター、ウォープリースト、クレリック、パラディン。</p>
<p style="margin-left:9pt;">• スター騎士団に所属するキャヴァリアーとサムライ。</p>
<p style="margin-left:9pt;">• 宗教や神格に関連する特技あるいは特徴を選択したキャラクター。</p>
<p style="margin-left:9pt;">•
その前提条件で神格に言及されたクラス・アーキタイプあるいは上級クラスを選択したキャラクター。</p>
<p>
 このリストは厳密なものではなく、新しいパスファインダーRPGの資料が使用できるようになると、新しいクラス、アーキタイプその他ある神格を信仰する必要があるものについてAdditional
Resourcesが更新されていく。一般的な指針として、キャラクターが神格につながる利益を獲得するなら、そのキャラクターは適切な神格を信仰しなければならない。</p>
<p>
 神の力から力を引き出さないキャラクターは神格を信仰してもいいし、不可知論者(訳注:神の存在を証明することも反証することもできないと主張する人)でもよいし、一切の神格を信仰していなくてもよい。</p>
<p>
 クラスにかかわらず、各キャラクターは神格の属性から1段階以内の属性でなければならない。エネルギー放出を使用できるキャラクターの場合、神格の属性によって正のエネルギー放出を行うか負のエネルギー放出を行うかが決定される――善の神格の信者は正のエネルギー放出を、悪の神格の信者は負のエネルギー放出を使用する。キャラクターが中立の神格を信仰している場合、キャラクターのプレイヤーは自分のエネルギー放出の種別を選択する。一度選択すると、このキャンペーンにいる間、そのキャラクターの中でその種別は以降同じままとなる。</p>
<h3 style="list-style:none;"><strong>7. 言語 <span style="font-size:12px;">LANGUAGES</span></strong></h3>
<p>
キャラクターは種族、民族、出身地に基づいて言語をいくつか獲得するが、【知力】やクラスに従って追加の言語を使用できるかもしれない。パスファインダー協会ロールプレイング・ギルドの全てのキャラクターは、共通語を読み書きする。</p>
<p align="left"><strong>種族言語</strong></p>
<p> キャラクターは種族に基づき、自動的に特定の言語を1つ修得する。</p>
<p><strong>人間</strong>:人間は共通語だけでなく、その民族に関連する他の現代語も話すことができる。言語と関連する民族は以下の通り。</p>
<p style="margin-left:9pt;">• ヴァリシア語(ヴァリシア人)</p>
<p style="margin-left:9pt;">• オシーリオン語(ガールンド人)</p>
<p style="margin-left:9pt;">• 共通語(シェリアックス人とタルドール人)</p>
<p style="margin-left:9pt;">• ケレッシュ語(ケレッシュ人)</p>
<p style="margin-left:9pt;">• ショアント語(ショアント人)</p>
<p style="margin-left:9pt;">• スカルド語(ウールフェン人)</p>
<p style="margin-left:9pt;">• ティエン語(ティエン人)</p>
<p style="margin-left:9pt;">• ハリト語(ケーリド人)</p>
<p style="margin-left:9pt;">• ポリグロット語(ムワンギ人)</p>
<p>
<strong>半人間</strong>:半人間のキャラクター(アアシマール、イフリット、ウンディーネ、オレイアス、ガンジ、スリ、シルフ、ティーフリング、ハーフエルフ、ハーフオーク)は人でない出自の言語の代わりに、人間の現代語1つを選択しても良い。通常、人でない出自に関連した言語を持たずにゲームを開始する種族の場合でも、そのキャラクターは人間の現代語1つを選択することができる。</p>
<p>
<strong>キツネ、テング、ナガジ、ワヤン</strong>:種族がキツネ、テング、ナガジ、ワヤンで、アヴィスタン大陸やガルーンドではなくティアン・シア出身のキャラクターは、種族による言語に加え、自動的に共通語とティエン語の両方を使用できる。</p>
<p align="left"><strong>ボーナス言語</strong></p>
<p>
 高い【知力】を持つキャラクターは上述の人間の現代語一覧、キャラクターの種族の参考資料に掲載されたボーナス言語、もしくは影界語からボーナス言語を選択できる。</p>
<p align="left"><strong>ドルイド語</strong></p>
<p> 全てのドルイドは自動的にドルイド語を会話できる(これは修得言語の上限数に数えない)。ドルイド語はドルイドのみが使用できる。</p>
<h3 style="list-style:none;"><strong>8. 技能 <span style="font-size:12px;">SKILLS</span></strong></h3>
<p>
 各クラスはレベル上昇のたびに、技能を成長させる技能ランクを決まった数だけ与える。高い【知力】を持つキャラクターはボーナス技能ランクを追加で得る(コア・ルールブック[英語版]17ページ)。コア・ルールブックの4章を参照し、技能ランクの配分法と、配分したときの利益について、詳細を確認すること。</p>
<p>
 〈言語学〉に技能ランクを1ランク割り振るたび、そのキャラクターは〈言語学〉技能の項に書かれた言語、前述した”言語”項の人間の現代語、以下の古代語のいずれかから1つを選択することができる。</p>
<p style="margin-left:9pt;">• 古オシーリオン語</p>
<p style="margin-left:9pt;">• アズラント語</p>
<p style="margin-left:9pt;">• サイクロプス語</p>
<p style="margin-left:9pt;">• ジストカ語</p>
<p style="margin-left:9pt;">• テクリタニン語</p>
<p style="margin-left:9pt;">• サーシロン語</p>
<p>〈製作〉技能に割り振ったランクは日給判定のために使用され、以下の例外を除き一般アイテムの作成には使用できない。</p>
<p style="margin-left:9pt;">• アルケミストは〈製作:錬金術〉を使用できる。</p>
<p style="margin-left:9pt;"><span style="font-family:Cambria;">•
インヴェスティゲーターは〈製作:錬金術〉を使用できる。</span></p>
<p style="margin-left:9pt;">• ガンスリンガーは〈製作:火器〉を使用できる。</p>
<h3 style="list-style:none;"><strong>9. 特技 <span style="font-size:12px;">FEATS</span></strong></h3>
<p>
 それぞれのクラスのレベルが上がると、キャラクターは特技を得る――詳細は個々のクラスの説明と、コア・ルールブックの5章を参照すること。しかし、コア・ルールブックの以下の特技は使用できない。</p>
<p style="margin-left:9pt;">• 全てのアイテム作成特技</p>
<p style="margin-left:9pt;">• 《統率力》</p>
<p> 他の全ての出典については、キャラクターがどの特技を使用できるかを判断する際にAdditional
Resourcesを参照すること。君のキャラクターが一般の〈製作〉技能を強化する特技を修得できる場合、それについてAdditional
Resourcesに特記事項がない限り、君のキャラクターはアイテムを作成することはできない。</p>
<h3 style="list-style:none;"><strong>10. 派閥 <span style="font-size:12px;">FACTION</span></strong></h3>
<p> 君のキャラクターは以下の7派閥(訳注:原文通り。8派閥)の1つに所属する。</p>
<p> 所属する利益と派閥の目的を含む、全ての派閥の詳細説明については、付録2:派閥に掲載している。以下に短い説明を示す。</p>
<p>
<strong>調停者</strong>:元素の調停者のメンバーは、乱れた元素の力のバランスを調査する。その特性を研究し均衡を保つため、彼らはゴラリオンやその外にある不安定で危険な場所に向かう。</p>
<p>
<strong>暗黒保管局</strong>:暗黒保管局派閥のメンバーは強力なアーティファクトと邪悪な遺物を分類し、整理し、管理するすべを探す。その目的はそれらの特性をよりよく理解し、可能なら将来に活用できるようにすることだ。</p>
<p>
<strong>交易社</strong>:公益社のメンバーは幅広い流通ルートを通して交易と経済的優位性を追求する。将来の目的を達成するために、彼らは信用に足る経営者や、ときには腹黒い関係者と接触する。</p>
<p>
<strong>協会本部</strong>:自分たちをパスファインダー以外の些細な喧嘩の上に置くこの派閥は、パスファインダー協会に対して最も強い忠誠心を持ち、協会の中核的な取り組みである探索と報告に力を注ぐ。</p>
<p>
<strong>解放白刃衆</strong>:この派閥のメンバーはゴラリオン中に自由の種を植えようとする。彼らはしばしば抑圧された国家や組織に侵入し、抑圧された人々の中で反体制派、自由の闘士、革命派を募集する。彼らは任務を遂行する中で外交と破壊の両方を行い、自発的に法律を都合よく捻じ曲げ、専制政治に対抗するためなら疑わしい技術でさえ採用する。</p>
<p>
<strong>スカラベ賢人会</strong>:スカラベ賢人会のメンバーは失われた賢人の宝石と、この特別な宝石のちからを継承する尊敬すべき学者を探す。一度宝石が再結合すれば古代の秘密を守ることができ、現代の発明家にその伝承を広め、思想と技術における新しい黄金時代の始まりとなる、と賢人らは信じている。</p>
<p>
<strong>白銀十字軍</strong>:大部分がパラディン、クレリック、善属性の神々のしもべで構成された白銀十字軍は、世界に善の理想を推し進めるために、協会の資源を使おうとしている。そのメンバーは栄光を求めて協会の評判に泥を塗る派閥に反対し、絶えず仲間のパスファインダーの道徳観を高めようと努力している。</p>
<p>
<strong>君主府</strong>:この派閥のメンバーは、美徳、進歩、野心といった共通の思想を奨励し、多くの国の小さな貴族を結びつけることを目指している。その中で、メンバーは些細な鼓舞やスパイ行為に従事する必要があるかもしれない。</p>
<h3 style="list-style:none;"><strong>11. 特徴 <span style="font-size:12px;">TRAITS</span></strong></h3>
<p style="list-style:none;">
 ロールプレイング・ギルドのキャラクターは2つの特徴――キャンペーン世界の背景設定に関連した、ゲーム中のちょっとした利益――を持ってゲームを開始する。完全な特徴ルールは、<em>Pathfinder
RPG Advanced Player’s Guid</em>あるいはネット上に置かれている無料の<em>Character Traits Web
Enhancement</em>(<strong>paizo.com/download/pathfinder/CharacterTraits.zip</strong>)に掲載されている。キャラクターは各分類(基本特徴の場合、副分類)から1つだけ特徴を修得できる。君はキャンペーン特徴として、適切な派閥特徴(付録2:派閥に掲載)を修得してもよい。</p>
<h3 style="list-style:none;"><strong>12. ヒット・ポイント <span style="font-size:12px;">HIT POINTS</span></strong></h3>
<p>各レベルにおけるヒット・ポイントを決定する際、以下のステップに従うこと。</p>
<p>1. 該当するパスファインダーRPGのルールブックに掲載されたクラスのページに従い、そのレベルで得たクラスの適切なヒット・ダイスを決定する。</p>
<p>2.
そのダイスの適切な値を以下の表から決める。1レベルのロールプレイング・ギルドのキャラクターは、そのクラスにおいて、”1レベルのヒット・ポイント”列に記載されたヒット・ポイントを得る――これはそのクラスのヒット・ダイスにおける最大値である。以降全てのレベルにおいては(他のクラスの1レベルを得た場合も含め)、キャラクターは新しいクラスで”2レベル以降のヒット・ポイント”列に記載されたヒット・ポイントを得る。</p>
<p>3. 【耐久力】修正値、適性クラスによるボーナス、特技によるボーナスといったすべての修正を、この表で示された値に加える。</p>
<table border="1" cellpadding="1" cellspacing="1"><thead><tr><th scope="row">ヒット・ダイス</th>
<th scope="col">1レベルのヒット・ポイント</th>
<th scope="col">2レベルのヒット・ポイント</th>
</tr></thead><tbody><tr><th scope="row">d6</th>
<td style="text-align:center;">6</td>
<td style="text-align:center;">4</td>
</tr><tr><th scope="row">d8</th>
<td style="text-align:center;">8</td>
<td style="text-align:center;">5</td>
</tr><tr><th scope="row">d10</th>
<td style="text-align:center;">10</td>
<td style="text-align:center;">6</td>
</tr><tr><th scope="row">d12</th>
<td style="text-align:center;">12</td>
<td style="text-align:center;">7</td>
</tr></tbody></table><h3><strong>13. 初期財産 <span style="font-size:12px;">STARTING
WEALTH</span></strong></h3>
<p> パスファインダー協会ロールプレイング・ギルドのキャラクターは全て、150gpを持ってゲームを開始する。購入に関するルールについては4章を参照。</p>
<h3><strong>14. 仕上げ <span style="font-size:12px;">FINISHING
TOUCHES</span></strong></h3>
<p>
 今こそキャラクターの外見や背景を微調整するときだ。キャラクターを描写する際に用いる、キャラクターの外見について2、3メモしておこう。付録3:パスファインダー協会の世界に掲載されたこのキャンペーン設定の情報に目を通し、キャラクターの背景を説明するために使用できないか考えよう。</p>
<p>
 パスファインダー・ロールプレイング・ゲームは戦闘での移動や戦術的な位置取りを決定するために、標準の1インチマスを用いる。このマスで使用できるキャラクターの物理的な表現を選択しよう。Paizoは君のキャラクターにピッタリの物を見つけられるよう、Reaper
MiniaturesやWizKidsと協力してゲーム用のミニチュアをたくさん提供している。</p>
<h2 id="APP2"><strong>付録2:派閥</strong></h2>
<p>
何年もの間、派閥はパスファインダー協会の中で形作られてきた。それぞれがパスファインダー協会の相当な権力と影響力を使用して自分の目的に近づき計画を進めようとしている。パスファインダーの第一の責務は探索、報告、協力ではあるが、派閥は積極的にエージェントを送り、パスファインダーの責務を果たすのに加え、追加の任務を実行させる。帰ってくると、派閥は計画を進めたメンバーに報酬を与え、その影響力を及ぼす。パスファインダーが協会の使命や他のエージェントの活動を妨害することを我慢する派閥はないだろうが、全ての派閥の目的が調和しているわけではないため、派閥はエージェントが自分の使命や情報を漏洩しないよう求めている。</p>
<p>
以降のページでは派閥、その普遍的な目的、現在のシーズンの目的、派閥メンバーがキャラクター作成時に選択できる特徴を記載している。キャラクターがどの派閥に所属するかにおいて一切の制限はない。しかし、派閥に設定されている普遍的な使命を達成することが、いくつかのクラスのキャラクターにとっては難しいかもしれない。作成済み象徴キャラクターは協会本部に所属している。</p>
<p>FACTION JOURNAL CARDS</p>
<p>To represent the faction’s presence in the Society, each has a Faction
Journal Card. Each card details the faction’s goals, the rewards for assisting
the faction, and a list of objectives that they can achieve during play. Use of
the cards is optional for each character. Season 8 Faction Journal Cards and
detailed instructions for fulfilling faction goals are available online at
paizo.com/products/btpy9dgw.</p>
<h3>FACTION PINS</h3>
<p>Show your support of your favorite faction. Pins of each faction symbol are
available online at paizo.com/pathfinder/apparelGifts/pins. Wearing a pin that
corresponds to the faction of the character you are playing confers the
following benefit: once per session, you can add 1 to a skill check. If you
apply this benefit to one of your faction’s favored skills (see below), you can
instead roll 1d4 and add the result to a skill check. For this roll, you also
treat the faction’s favored skill as if you were trained in it, even if you
don’t have a rank in the skill.</p>
<h4>Favored Skills</h4>
<p>The favored skill for each faction is listed below.</p>
<p>Dark Archive: Knowledge (arcana), Linguistics, and Use Magic Device.</p>
<p>The Exchange: Appraise, Intimidate, and Knowledge (local).</p>
<p>Grand Lodge: Diplomacy, Knowledge (history), and Survival.</p>
<p>Liberty’s Edge: Disable Device, Escape Artist, and Perform (any).</p>
<p>Scarab Sages: Knowledge (any).</p>
<p>Silver Crusade: Heal, Knowledge (religion), and Sense Motive.</p>
<p>Sovereign Court: Bluff, Disguise, and Knowledge (nobility).</p>
<h3>CHANGING YOUR FACTION</h3>
<p>If you ever become disillusioned with your faction, you may join a different
one. This costs a number of Prestige Points (not Fame) equal to 3 × your
character level. Payment of Prestige Points to change factions does not alter
your Fame score. Characters who change their factions retain their faction
traits but lose factionspecific Prestige Awards.</p>
<p>At the beginning of Season 6, several factions changed from nation-based to
ideal-based factions. If you have not played a character since that change, you
must choose a new, legal faction the next time you play that character.</p>
<p>Factions are sometimes retired in special scenarios designed to wrap up the
factions’ stories. Any characters affected by faction retirement can retain any
factionbased benefits but can't purchase new items specific to the retired
faction. Such characters must choose a new faction at no cost prior to
receiving credit for any further scenarios. GM credit can be applied to any
character that belonged to the retired faction, regardless of level. Faction
retirement is the only instance the tier requirement isn't relevant to the
rules stating which characters GMs can apply credit to (see Game Master Rewards
on page 16).</p>
<p>For players participating in scenarios in which the GM uses faction mission
handouts, assign the missions to the members of the current factions as
detailed below.</p>
<p>Andoran Faction: Assign these missions to members of Liberty’s Edge.</p>
<p>Cheliax Faction: Assign these missions to members of the Dark Archive.</p>
<p>Osirion Faction: Assign these missions to members of the Scarab Sages.</p>
<p>Qadira Faction: Assign these missions to members of the Exchange.</p>
<p>Taldor Faction: Assign these missions to members of the Sovereign Court.</p>
<h3>DARK ARCHIVE</h3>
<p>For centuries the Pathfinder Society has accumulated powerful artifacts and
evil relics deemed too dangerous to handle. It boxed up and stored these away
in a series of vaults underground, intending to study them later. So many
perilous finds in one place are bound to cause trouble, and it is the job of
the Dark Archive to catalogue, curate, and manage these collections to better
understand their properties―― and possibly their applications for the Society’s
(or the faction’s) future benefit.</p>
<p>This significance is not lost on Zarta Dralneen, the manipulative and sultry
head of the Dark Archive faction. Once infamous for her hedonistic parties as
an envoy for Cheliax, she in now an independent operative with a chip on her
shoulder and a wealth of ancient magic at her disposal.</p>
<p>Faction Leader: Paracountess Zarta Dralneen, formerly of Cheliax, who now
resides in Absalom.</p>
<p>Motto: In Darkness Lies Enlightenment.</p>
<p>Objectives: Maintain order in the Vaults beneath the Grand Lodge of Absalom.
Seek out other dangerous relics, and retrieve them for proper storage and
research in the Dark Archive. Study and understand hazardous phenomena, and
harness these occurrences’ power for the faction’s benefit. Build alliances
with like-minded organizations to learn their techniques――or steal these
secrets as the situation dictates.</p>
<p>Season 8 Goals: Expand on the Dark Archive’s understanding of the Elemental
Planes and the power one might draw from them. Zarta Dralneen has pioneered a
ritual to study and siphon these energies, which can be carried out once her
agents have placed arcane foci where the elemental forces are the
strongest.</p>
<h4>Dark Archive Traits</h4>
<p>Members of the Dark Archive faction can take one of the following faction
traits at character creation or by taking the Additional Traits feat.</p>
<p>Arcane Archivist: You have spent years handling magic items and know how to
test their functions while avoiding catastrophic results. You gain a +1 trait
bonus on Use Magic Device checks, and this skill is a class skill for you.</p>
<p>Devil’s Mark: You bear the stain of a higher fiend upon you, and any evil
creature that sees it may think twice before crossing you. You gain a +2 trait
bonus on all Bluff, Diplomacy, Intimidate, and Sense Motive checks when dealing
with outsiders of the evil subtype.</p>
<p>Librarian: You are trained to manage and maintain books, and you find it
easy to obtain information from tomes. You gain a +1 bonus on Linguistics and
Profession (librarian) checks, and one of these skills (your choice) is a class
skill for you. Once per day when you would gain a bonus on a skill check from
reading a book, you can increase that bonus by 1.</p>
<p>Master of Pentacles: Your many years spent studying the art of summoning
have given you a unique knowledge of this subtle and highly complicated
discipline. Once per day, when casting a spell of the conjuration school, treat
your caster level as 2 higher when determining the spell’s duration.</p>
<p>Soul Drinker: There is a dark hunger in you that rejoices when you or an
ally slays a foe. Once per day when an enemy creature is killed, as an
immediate action, you can gain a number of temporary hit points equal to the
slain foe’s Hit Dice. These temporary hit points last for 1 minute. This is a
supernatural ability.</p>
<h3>THE EXCHANGE</h3>
<p>The Exchange is an independent business with close ties to the Pathfinder
Society. It seeks trade and economic advantage through a wide range of
channels, calling upon its more respectable business people when honesty is
best, but not flinching if it must employ the occasional underhanded technique
to break an enemy monopoly.</p>
<p>Faction Leaders: Trade-Prince Aaqir al’Hakam, advised by Guaril Karela.</p>
<p>Motto: Dominance through Trade.</p>
<p>Objectives: Although the Exchange is small compared to many other trade
organizations in the Inner Sea region, the faction aims to build an extensive
commercial network that allows it to deliver nearly any kind of goods to any
location―― for a price. Undermine or acquire rival monopolies while allying
with powerful producers, merchants, and contacts to further grow the
business.</p>
<p>Season 8 Goals: Pioneer new markets and establish contacts beyond the
Material Plane. No doubt planar metropolises already boast strong trade
networks, so use wit, acumen, and potentially underhanded tactics to carve out
a mercantile foothold.</p>
<h4>The Exchange Traits</h4>
<p>Members of the Exchange faction can take one of the following faction traits
at character creation or by taking the Additional Traits feat.</p>
<p>Gold Finger: Your family comes from a long, proud tradition of housebreaking
and thievery. You are a strong part of that heritage. You gain a +1 trait bonus
on Disable Device and Sleight of Hand checks, and one of these skills (your
choice) is a class skill for you.</p>
<p>Greasy Palm: You know how to get people to do what you want with little
effort. When bribing an NPC, you can pay 10% less than a character without this
trait would need to in order to garner the same results.</p>
<p>Smuggler: Whether you’re carrying illegal contraband or simply regulated
products, you have a knack for sneaking goods past watchful eyes. You gain a +3
trait bonus on Sleight of Hand checks to hide an object, and Sleight of Hand is
a class skill for you.</p>
<p>Tireless: You have become well-accustomed to working long hours and
weathering difficult conditions to get the job done at almost any cost. You
gain a +2 trait bonus on any Constitution checks to resist nonlethal damage
from swimming, forced marches, starvation, thirst, and hot and cold
environments. In addition, you gain 1 hit point.</p>
<p>Upstanding: Your preferred means of doing business involves giving your
clients a fair deal and winning their continued business and good will. You
gain a +1 trait bonus on Diplomacy and Sense Motive checks, and one of these
skills (your choice) is a class skill for you.</p>
<h3>GRAND LODGE</h3>
<p>Members of the Pathfinder Society consider the Grand Lodge in Absalom a
second home, regardless of their national origin. Many Pathfinders have spent
years training within the Grand Lodge’s walls, and those agents who reject
distractions from outside political or religious factions are the pride of the
Grand Lodge. Often, Pathfinders who acquire lost knowledge and forgotten
treasures benefit directly from their discoveries, and consider the
Decemvirate’s orders to be advice on how to maximize their own success.</p>
<p>Faction Leader: Venture-Captain Ambrus Valsin.</p>
<p>Motto: Loyalty to the Decemvirate Above All.</p>
<p>Objectives: Members of this faction are the most dedicated members of the
Pathfinder Society, embodying the key tenets of the organization above all
else. Focused on exploring ruins and securing artifacts from those who don’t
appreciate them, these Pathfinders have an insatiable sense of curiosity. Grand
Lodge Pathfinders make excellent teammates for larger expeditions, and have
filled the tomes of the Pathfinder Chronicles since the earliest volumes. They
often take inspiration from the exploits of the early Pathfinder Durvin Gest,
aspiring to become as famous as that legendary adventurer.</p>
<p>Season 8 Goals: Investigate the means by which the Society might release a
powerful, benevolent outsider, and secure the means to set it free. Repel any
rival organizations attempting to thwart the Society.</p>
<h4>Grand Lodge Traits</h4>
<p>Members of the Grand Lodge faction can take one of the following faction
traits at character creation or by taking the Additional Traits feat.</p>
<p>Insider Knowledge: Venture-Captain Valsin likes to keep abreast of
situations within the Pathfinder Society, and you do your best to emulate him.
Choose either Diplomacy or Knowledge (local). You gain a +1 trait bonus on all
checks with the chosen skill, and the chosen skill is a class skill for
you.</p>
<p>Loyalty: You resist attempts to dissuade you from obeying the Decemvirate’s
will. You gain a +1 trait bonus on saving throws against enchantment spells and
spelllike abilities.</p>
<p>Observant: It helps to pay attention to your surroundings and the people you
meet. Choose either Perception or Sense Motive. You gain a +1 trait bonus on
all checks with the chosen skill, and the chosen skill is a class skill for
you.</p>
<p>Proper Training: Your time training at the Grand Lodge of Absalom has served
you well. Choose either Knowledge (geography) or Knowledge (history). You gain
a +1 trait bonus on all checks with the chosen skill, and the chosen skill is a
class skill for you.</p>
<p>Teaching Mistake: You know the consequences of failure and strive never to
make the same mistake twice. Once per scenario, when you roll a natural 1 on
any saving throw, you gain a +1 trait bonus on your next saving throw, which
must be used before the end of the scenario.</p>
<h3>LIBERTY’S EDGE</h3>
<p>The past century has ushered in a series of rebellions that founded
revolutionary nations like Andoran and Galt. The Liberty’s Edge faction hopes
to see all forms of tyranny and corruption wiped from the Inner Sea region. A
Liberty’s Edge operative seeks to spread freedom’s ideals wherever he goes,
which may mean bending oppressive laws. The faction now seeks to expand its
message of hope and freedom to the Elemental Planes.</p>
<p>Faction Leader: Major Colson Maldris.</p>
<p>Motto: In Pursuit of True Liberty.</p>
<p>Objectives: Liberty’s Edge faction members seek to spark revolution in
decadent old empires and to civilize and educate the ignorant peoples of lost
and unknown lands. They press for the abolition of slavery and the punishment
of those who perpetrate it. They bring the torch of freedom to the world’s
darkest places and banish mysticism, diabolism, and fear. A member of this
faction often performs acts of sabotage and diplomacy while carrying out her
duties and should be willing to oppose tyranny in order to plant the seeds of
liberty, even if doing so requires employing questionable techniques.</p>
<p>Season 8 Goal: Extend the message of freedom beyond the Material Plane,
especially to societies with millenniaold traditions of slavery and
subjugation.</p>
<h4>Liberty’s Edge Traits</h4>
<p>Members of the Liberty’s Edge faction can take one of the following faction
traits at character creation or by taking the Additional Traits feat.</p>
<p>Captain’s Blade: You were born aboard a ship and learned to fight beside the
sailing men and women of Andoran’s Gray Corsairs. While on board any vessel
afloat on water, you gain a +1 trait bonus on Acrobatics and Climb checks. One
of these skills (your choice) is a class skill for you.</p>
<p>Freedom Fighter: Your family has long waged war against tyranny, and you
learned a great deal about guerilla warfare in your youth. You gain a +1 trait
bonus on Stealth checks and a +1 trait bonus on attack rolls during surprise
rounds.</p>
<p>Indomitable: Your strong, self-reliant swagger makes you more resistant to
domination and control. You gain a +1 trait bonus on saving throws versus
enchantment spells and effects.</p>
<p>Rousing Oratory: You are adept at expressing your beliefs in a way that
resonates with others. Perform (act, comedy, oratory, or sing) is a class skill
for you. Once per day you can spend 1 minute addressing and inspiring your
allies within 60 feet, after which you can attempt a DC 15 Perform (act,
comedy, oratory, or sing) check. If you succeed, your allies gain a +1 trait
bonus on saving throws against fear effects for 5 minutes. If you exceed the
check DC by 10 or more, increase the bonus by 1.</p>
<p>Whistleblower: You are wise to the schemes of liars, thieves, and cheats.
You gain a +1 bonus on Sense Motive checks, and that skill is a class skill for
you.</p>
<h3>SCARAB SAGES</h3>
<p>Osirion is among the oldest nations, yet its greatness has waxed and waned
over the ages. Recently, two scholars have revived the Jeweled Sages, an
organization dedicated to recapturing Osirion’s lost glory and disseminating
forgotten knowledge to bring about a new golden age in the Inner Sea region.
Rebuilding the order depends on recovering more of the original sage jewels,
recruiting extraordinary individuals to serve as new sages, and tapping into
the elemental forces that ancient societies wielded to create their lost
kingdoms.</p>
<p>Faction Leader: The Diamond Sage Tahonikepsu, advised by the Sapphire Sage
Amenopheus.</p>
<p>Motto: Unlock the Wisdom of the Past for a Brighter Future.</p>
<p>Objectives: Seek and preserve the wonders of old civilizations such as
ancient Osirion――especially the sage jewels that contain that desert kingdom’s
precious secrets. Cultivate excellence in the faction, its allies, and the
enlightened, as it is from these ranks that new sages will arise.</p>
<p>Season 8 Goals: Explore sites constructed with the assistance of elementals,
and learn the past and present relationships between any mortal dynasties and
elemental servitors.</p>
<h4>Scarab Sages Traits</h4>
<p>Members of the Scarab Sages faction can take one of the following faction
traits at character creation or by taking the Additional Traits feat.</p>
<p>Ancient Historian: You are well acquainted with the lore of fallen empires.
Choose either Knowledge (history) or Linguistics. That skill is a class skill
for you, and you begin play able to speak and read one of the following
languages: Ancient Osiriani, Azlanti, Cyclops, Jistka, Tekritanin, or
Thassilonian.</p>
<p>Attuned to the Ancestors: You were raised to believe that undead are nothing
to fear――they are simply the unliving remnants of your honored ancestors. Once
per day, you can surround yourself with an aura of unlife. Unintelligent undead
ignore you unless you take an action against them, as per hide from undead. The
protection lasts 1 round for every 2 character levels you have (minimum of 1
round). If you take any offensive action against any undead, this effect
immediately ends. This is a supernatural ability.</p>
<p>Reverent Wielder: Some of the most powerful weapons are priceless and
ancient, and you are vigilant in protecting your equipment as much as you
protect yourself. You gain a +1 trait bonus to your Combat Maneuver Defense
against disarm, steal, and sunder combat maneuvers, and your equipment gains a
+1 trait bonus on all saving throws.</p>
<p>Secrets of the Sphinx: Your ancestors paid the proper obeisance to Nethys,
who granted their heirs special divinatory gifts. Once per day, you can gain a
+2 trait bonus on any single Knowledge check. Additionally, choose one
Knowledge skill. This skill is now a class skill for you.</p>
<p>Tomb Raider: You’ve spent most of your life exploring the ancient tombs and
catacombs of Scarab Sages. You gain a +1 bonus on Perception and Knowledge
(dungeoneering) checks, and one of these skills (your choice) is a class skill
for you.</p>
<h3>SILVER CRUSADE</h3>
<p>An influential group of Pathfinder clerics, paladins, and servants of
good-aligned deities has assembled in a valiant effort to use the Society’s
influence and resources to do good throughout the Inner Sea region and beyond.
A crusade in name only, the faction models itself after the staunchly virtuous
silver dragons by delivering aid, vanquishing evil, and leaving the indelible
mark of good wherever its members go. Four tyrants have long ruled the
Elemental Planes, and Ollysta Zadrian intends to shine the light of purity into
these darkened realms.</p>
<p>Faction Leader: Ollysta Zadrian.</p>
<p>Motto: Use the Society for Good.</p>
<p>Objectives: Members of this faction seek to be more than just adventurers
doing the bidding of the Decemvirate and the venture-captains. While other
factions, such as the Exchange, may use the Society for personal gain, the
Silver Crusade attempts to transform the Society into an organization that aids
the weak, destroys evil, and makes the world a better place.</p>
<p>Season 8 Goals: For ages, four evil elemental lords have ruled the Elemental
Planes without mercy. Defy them, spread hope, and support the forces of good
that would restore balance to these planes.</p>
<h4>Silver Crusade Traits</h4>
<p>Members of the Silver Crusade faction can take one of the following faction
traits at character creation or by taking the Additional Traits feat.</p>
<p>A Sure Thing: Once per day, you gain a +2 bonus on a single attack roll
against an evil creature. If the creature is not evil, this ability is wasted
with no benefit.</p>
<p>Beneficent Touch: Once per day, when you cast a spell or use a class ability
that heals hit point damage, reroll any 1s that appear on the dice. You must
accept the new rolls, even if they result in 1s.</p>
<p>Comparative Religion: Your allies within the Silver Crusade have taught you
a lot about Golarion’s deities and their followers. You gain a +1 trait bonus
on Knowledge (religion) checks, and Knowledge (religion) is a class skill for
you.</p>
<p>Force for Good: Your good-aligned spells are especially powerful, and they
function as if your caster level were 1 higher. This trait makes your aura more
powerful (one step higher), as outlined in detect evil.</p>
<p>Unorthodox Strategy: You are particularly quick on your feet, and gain a +2
trait bonus on Acrobatics checks to move through an enemy’s threatened
squares.</p>
<h3>SOVEREIGN COURT</h3>
<p>Through techniques such as diplomacy, intrigue, deception, and the
occasional act of sabotage, the Sovereign Court aims to unite the nobles of the
Inner Sea, and eventually forge a new, glorious empire. Many monarchs would
view the Sovereign Court as a rival, if not a criminal operation, so it is
important that agents avoid publicizing the faction’s existence and goals
except when dealing with potential recruits. Now that the organization has
reached a critical mass, Lady Gloriana Morilla is accumulating magical and
financial favors for an ambitious initiative.</p>
<p>Faction Leader: Lady Gloriana Morilla.</p>
<p>Motto: Nobility United for a Common Cause.</p>
<p>Objectives: Unite the nobility of the Inner Sea to serve as the powers
behind their respective thrones and direct the nations toward prosperity,
peace, and perhaps the creation of a new empire spanning Avistan and beyond.
Avoid advertising the existence of the faction except to likely recruits, for
many nations would see this organization as a threat.</p>
<p>Season 8 Goal: Seek allies beyond the Material Plane――especially those
potential collaborators who can help finance or magically support the Sovereign
Court’s fastgrowing ambitions.</p>
<h4>Sovereign Court Traits</h4>
<p>Members of the Sovereign Court faction can take one of the following faction
traits at character creation or by taking the Additional Traits feat.</p>
<p>Expert Duelist: Throughout your youth, you spent countless hours perfecting
the art of the duel, focusing your efforts on defeating a single foe. You gain
a +1 trait bonus to your Armor Class so long as you are adjacent to a single
foe. This trait bonus is not applied to your Armor Class against touch attacks
or when you are denied your Dexterity bonus.</p>
<p>Fashionable: You spent your formative years as a young blade in Oppara and
learned the ins and outs of using fashion to improve your relations with
others. As long as you are wearing clothing and jewelry worth more than 80 gp,
you gain a +1 trait bonus on Bluff, Diplomacy, and Sense Motive checks. One of
these skills (your choice) is a class skill for you.</p>
<p>Impressive Presence: Your grandiose posturing often makes it difficult for
anyone to concentrate around you. Once per day as a full-round action, you can
attempt to distract adjacent foes with a lengthy display of your martial
prowess. All adjacent foes must succeed at a Will save (DC = 10 + 1/2 your
level + your Charisma modifier) or gain the shaken condition. This condition
persists for 1 round.</p>
<p>Influential: When you make a suggestion, strangers often assume that it was
their idea to begin with. You gain a +3 bonus on Diplomacy checks to make
requests of a creature. Once per day, you can select one single spell you are
casting with the language-dependent descriptor; you increase the saving throw
DC of that spell by 1. Unflappable: Whether it is a result of your dedication
to your work or just pure guts, nothing seems to shake you. You gain a +1 trait
bonus on saves against fear, and the DCs of Intimidate checks to demoralize you
increase by 3.</p>
<h2 id="APP3">付録3:パスファインダー協会の世界</h2>
<p>This appendix details the origins and mission of the Pathfinder Society and
introduces the campaign world in which the Roleplaying Guild’s adventures are
set.</p>
<h4>THE PATHFINDER SOCIETY</h4>
<p>The Pathfinder Society was founded over 400 years ago, and its members
include explorers, historians, tomb raiders, and treasure hunters. Pathfinder
history is rife with stories of adventurers who roam the farthest reaches of
the world seeking lost relics of world-shattering power and answers to riddles
older than the gods. These heroes brave vine-choked jungle ruins, ascend
snow-capped peaks, and comb sun-seared desert sands in search of buried tombs
and monuments of bygone ages.</p>
<p>Most Pathfinders are based out of regional headquarters called Pathfinder
lodges, which dot the globe. Each lodge is home to a venture-captain and that
officer’s staff, who provide direction and support for field agents and manage
the day-to-day operations of the Society. The Grand Lodge of Absalom stands
alone among its fellows. Unlike lesser lodges in towns throughout the Inner
Sea, which often mask their purpose behind facades of commerce or domesticity,
the Grand Lodge wears its affiliation proudly. The emblem of the Society, known
as the Glyph of the Open Road, blazes above the gate of its sheer-walled
redoubt at the heart of Absalom. The wall encircles seven sturdy fortresses
that date back to the city’s founding,</p>
<p>The Grand Lodge of Absalom hosts the Decemvirate, an inner circle of 10
experienced Pathfinders who guide the Society’s activities. The Grand Lodge
also houses the bulk of the Society’s treasures and a repository for its
legends.</p>
<p>The Society recognizes no formal bylaws, but adherence to a general code of
behavior is expected of all members, and reports of activity violating this
code are grounds for removal from the organization. The three most important
member duties are encapsulated in the Society’s motto: Explore, report,
cooperate.</p>
<p>Explore: Pathfinders are expected to further the knowledge and reputation of
the Society by unearthing forbidden secrets and lost ruins, traveling widely,
and piecing together the history of the world.</p>
<p>Report: Pathfinders are expected to keep detailed journals, maps, and
accounts of their exploits. At the conclusion of a mission, each agent sends a
copy of his notes to his venture-captain superior. Accounts of especially
noteworthy exploits make their way to the Decemvirate, the members of which
compile the best tales into irregularly published editions of the Pathfinder
Chronicles. These chronicles are in turn returned to the venture-captains for
distribution to Pathfinder agents in the field.</p>
<p>Cooperate: The Society places no moral obligations upon its members, so
agents span all races, creeds, and motivations. At any given time, a Pathfinder
lodge might house a Dark Archive fiend-summoner, a Silver Crusade paladin, an
antiquities-obsessed Scarab Sages necromancer, and a friendly Sovereign Court
raconteur. Pathfinder agents, no matter which of the factions they belong to,
are expected to respect one another’s claims and stay out of each other’s
affairs unless offering a helping hand.</p>
<p>For more information on the Pathfinder Society, you should check out
Pathfinder Campaign Setting: Pathfinder Society Field Guide, Pathfinder
Campaign Setting: Seekers of Secrets, and Pathfinder Player Companion:
Pathfinder Society Primer, which contain a wealth of additional information on
the history, goals, and methods of the Pathfinder Society, including
campaign-legal rules options to help you immerse your character in the
campaign’s primary organization.</p>
<h2>THE WIDER WORLD</h2>
<p>The teeming metropolis of Absalom, on the Isle of Kortos, is one of the
largest and wealthiest cities in the known world――and one of its most famous.
According to myth, the Living God Aroden raised an artifact of unimaginable
power called the Starstone――and with it, the Isle of Kortos――from the ocean
depths, and ascended to divinity in the process. The city of Absalom grew up
around Starstone’s resting place, and this artifact is currently enshrined in a
cathedral at the heart of the city. Absalom sits in the largest natural harbor
on the Isle of Kortos, in the eye of the Inner Sea. This location allows the
city to control dozens of major shipping lanes and makes it a critical stop on
any voyage across that sea. The confluence of mercantile, strategic, and
religious influence in Absalom is the source of its title: “City at the Center
of the World.”</p>
<p>Over the centuries since Absalom’s founding, nobles, merchants, and
adventurers from the lands ringing the Inner Sea――which now constitute Andoran,
Cheliax, Osirion, Qadira, Rahadoum, Taldor, and Thuvia ――settled in the city.
Its culture now draws heavily from all these lands, and many of its noble
houses identify closely with elements from those nations. The common folk
represent an even wider array of cultural influences, from Mordant Spire elves
to Tian traders to travelers from other planes. As a result, food, songs, and
clothing from nearly every corner of Golarion and beyond can be found here if
visitors know where to look. It is said with some seriousness that it is
impossible to look out of place on the streets of Absalom.</p>
<p>Surrounding Absalom and the Isle of Kortos are the continent of Avistan to
the north and the continent of Garund to the south. The Avistani nations of
Taldor and Qadira border the sea to the east. Farther east of Qadira lie the
continents of Casmaron and Vudra. The continent of Tian Xia lies far across
Golarion from Avistan, and is reached from there by trekking across the Crown
of the World. Past the Arcadian Ocean, west of Garund and Avistan, lie Arcadia
and the shattered remains of the continent of Azlant. Far to the east and
south, in little-explored oceans, lays the smallest continent, Sarusan.
Together, these lands make up the world of Golarion, third planet from the sun
and the home of the Pathfinder RPG.</p>
<p>Explore more of Absalom, the Inner Sea, and beyond in Pathfinder Player
Companion: The Inner Sea Primer and Pathfinder Campaign Setting: The Inner Sea
World Guide. For information on Absalom, the Pathfinder Society Field Guide
features a brief overview of the city’s districts, presenting general
information any Pathfinder might know. Consult the Pathfinder Campaign Setting:
Guide to Absalom for more information on the city’s history, inhabitants, and
locales.</p>
<h2 id="APP4">付録4:冒険の後</h2>
<p>To complete a Chronicle sheet, follow the steps below.</p>
<h3>STEP 1: CAMPAIGN MODE</h3>
<p>When completing Chronicle sheets for a Core Campaign adventure, write or
stamp “Core” at the top of each Chronicle sheet to verify that the adventure
was run using Core Campaign rules.</p>
<p>Also mark the Reporting Sheet for ease of reporting games on paizo.com.</p>
<h3>STEP 2: ADVANCEMENT SPEED</h3>
<p>Roleplaying Guild players can choose between two different advancement
speeds for their characters to customize their playing experience. Players can
use slow advancement for their older characters to allow new players (playing
on the standard advancement track) to catch up. The choice of advancement speed
is made at the beginning of every adventure.</p>
<p>Standard Advancement: For every adventure that your character successfully
completes, you receive full XP, gold piece, and Prestige Point awards.</p>
<p>Slow Advancement: For every adventure that your character successfully
completes, you receive half the XP, gold piece, and Prestige Point awards.</p>
<p>Regardless of whether you choose standard or slow advancement, you will
receive full Downtime awards. The choice of advancement is personal to your
character, so it is entirely possible to have characters in the same
adventuring party advancing at different rates. You can’t continue to play your
character at the lower level once he has earned enough XP to gain a level.</p>
<h3>STEP 3: EXPERIENCE POINTS (XP)</h3>
<p>Each time you play an adventure, your character will receive experience
points (XP). Typically, you gain 1 XP for a completing Pathfinder Society
scenario or 3 XP for completing a sanctioned module or Adventure Path.
Characters advance 1 level for every 3 XP they earn, regardless of advancement
track.</p>
<h3>STEP 4: FAME AND PRESTIGE</h3>
<p>In each adventure, characters have the opportunity to earn Prestige Points.
Fame is the total number of Prestige Points earned by a character over time.
Prestige success conditions are located at the end of the adventure for Season
5 and later and in the secondary success conditions document at
paizo.com/products/btpy928k.</p>
<p>Scenarios earn up to 2 Prestige Points, one per success condition achieved.
Free RPG Day modules earn 1 Prestige Point, due to their length. Sanctioned
modules and Adventures Paths earn 4 Prestige Points.</p>
<p>Track earned and spent Prestige Points and accumulated Fame in the spaces on
the right-hand side of the Chronicle sheet. Chronicle sheets from older
adventures don’t have a space for Fame. In these cases, list both Prestige
Points and Fame in the same box separated by a slash (i.e., 4/16).</p>
<h3>STEP 5: DOWNTIME</h3>
<p>Not every Pathfinder works for the Society full time. Some are trained
artisans, professionals, or performers and earn extra gold between missions.
After each adventure that grants XP, you gain a period of Downtime before your
next mission. During Downtime, you can attempt a trained Craft, Perform, or
Profession check to see how much extra money you earn――this is called a Day Job
check. At the end of each adventure in the Roleplaying Guild, you have the
opportunity to make one Day Job check. Certain vanities (Pathfinder Campaign
Setting: Pathfinder Society Field Guide 60 and Pathfinder Player Companion:
Pathfinder Society Primer 28) allow you to further modify your Day Job rolls,
or even let you use skill ranks from other, more specialized skills like Heal
or Sleight of Hand.</p>
<p>Permanent bonuses from the following list affect your Day Job check as they
would any check for the rolled skill. Temporary bonuses from sources other than
crafter’s fortune do not affect Day Job checks.</p>
<ul><li>Equipment</li>
<li>Feats</li>
<li>Racial bonuses</li>
<li>Class features</li>
<li>Traits</li>
<li>Familiar bonuses</li>
<li>Crafter’s fortune spell</li>
</ul><p>You can take 10 on a Day Job check, but you may not take 20 or use the aid
another action. In order to determine how much gold you make as a result of a
Day Job check, consult the table below. Add this amount to the Day Job box on
your Chronicle sheet.</p>
Day Job Check Result GP Award 5 1 gp 10 5 gp 15 10 gp 20 20 gp 25 50 gp 30 75
gp 35 100 gp 40 150 gp
<p>There are additional ways to spend Downtime, many of which are performed in
place of a Day Job check. These may include special boons that are earned
during an adventure.</p>
<h3>STEP 6: SPOILS OF WAR</h3>
<p>Pathfinder Society Roleplaying Guild play is unlike a standard roleplaying
experience. Instead of dividing up treasure among the party, every Pathfinder
has access to any piece of loot available in an adventure. Every Chronicle
sheet lists all of the loot that can be found during the adventure, with the
exception of minor items available to every character. After the scenario, the
GM checks which items you and your fellow Pathfinders discovered, and each of
these items immediately becomes available for purchase by all party members. If
two players in the party want an item, they both can purchase their own. Items
not discovered in play are crossed off by the GM. In addition, every player who
completes a scenario receives a set amount of gold for the scenario that she
can spend to acquire items from sources listed found at
paizo.com/pathfinderSociety/additionalResources.</p>
<h4>Purchasing Guidelines</h4>
<p>Use the following guidelines when making purchases between adventures.</p>
<ul><li>You can save up gold and purchase items during or after another
adventure.</li>
<li>Every item listed on any of your Chronicle sheets are always available for
purchase.</li>
<li>When a Chronicle sheet lists a purchase limit for an item, you can never
purchase more of that item throughout the life of your character than the
amount listed. You can add quantities of the same item found on different
Chronicle sheets toward that item’s purchase limit.</li>
<li>In a circumstance where crafting is allowed and used to craft an item with
a purchase limit, reduce the listed purchase limit amount every time your
character chooses to craft the item.</li>
<li>Characters can buy resized weapons and equipment from their Chronicle
sheets and the approved equipment lists for their size so long as their size is
Small or Medium. Thus, if a Chronicle sheet offers a Small PC the opportunity
to purchase a +1 frost longsword, she can buy a Small +1 frost longsword.</li>
<li>Characters purchasing equipment at sizes other than Small and Medium must
adjust the prices per the existing weapon size rules (Pathfinder RPG Core
Rulebook 141). Unless an item on a Chronicle sheet lists a different size, it
can only be purchased as a Small or Medium item.</li>
<li>The GM running the adventure must be present in order for you to purchase
items. This can be done before, during, or after the adventure. All
transactions that occur must be recorded on the character’s Inventory Tracking
Sheet and the total cost reflected on the Chronicle sheet.</li>
<li>Characters are assumed to have enough containers to hold items found or, in
the case of urban adventures, access to markets to sell goods.</li>
</ul><p>You can use any item that you find during the adventure for free until the
end of the adventure, but you must purchase the item when the adventure is over
in order for your character to be able to continue to use the item. Items used
during adventures remain the size they are and may not be resized unless
purchased. Items consumed or destroyed for any reason are not crossed off on
the Chronicle sheet. Items given to NPCs or that are used as spell components
are crossed off.</p>
<p>See page 19 of Chapter 4 for more information on purchasing items.</p>
<h3>ADDENDUM: CHARACTER REVISION</h3>
<p>Level 1 characters may be rebuilt per the rules in Appendix 1: Character
Creation. This is not a necessary step to completing a Chronicle sheet after an
adventure, but a Chronicle sheet is required in order to confirm the changes.
The same is true for retraining, as described below.</p>
<p>Retraining: After 1st level, if you own a copy of Pathfinder RPG Ultimate
Campaign, you can use the retraining rules beginning on page 188 to alter your
character. All changes must be tracked on your Chronicle sheets or Inventory
Tracking Sheets, made in the presence of a Roleplaying Guild GM, and initialed
by the observing GM. The GM can audit your character before allowing changes,
so bring your character sheet and all Chronicle sheets to the GM. Retraining
may be limited by time constraints. When retraining, players must expend wealth
as outlined in the Retraining section of Ultimate Campaign, as well as 1
Prestige Point per day of retraining since time between adventures is
undefined.</p>
<h2 id="APP5">付録5:プレイヤーの報酬</h2>
<p>In addition to boons gained by participating in Pathfinder Society
Roleplaying Guild sessions, players can earn additional rewards.</p>
<h3>BOONS</h3>
<p>Boons are small in-game rewards given for a variety of different
occurrences, including attendance at events, holidays, supporting charities,
and reading novels.</p>
<p>Convention: You can’t assign multiple copies of a convention boon to the
same character. If the only difference in the Chronicle sheet is the title of
the convention or event listed at the top, it is the same boon.</p>
<p>Holiday: You must participate in a Roleplaying Guild session in order to
attach the holiday boon to one of your characters. You receive only one copy of
the boon, but can assign it to any one of your characters during the dates
specified on the boon. It doesn’t have to be the character you played during
that session.</p>
<p>Pathfinder Tales: To encourage reading of Pathfinder Tales novels, which
provide rich glimpses into the world of Golarion, many of the books allow
players access to one single-use boon. Players can access each boon by showing
her copy of a Pathfinder Tales book to the GM of any sanctioned Pathfinder
Society event and having the GM initial the box next to the corresponding boon.
Once a GM has initialed that box, you do not need to continue bringing the
novel to use the boon. Once all four boxes have been initialed, the player can
apply the Prolific Reader boon to a single character. This Chronicle sheet may
only be applied once per player, not once per character, but the player can
choose to apply the boon to any character. As a result, the player doesn’t need
to fill out a character name, character number, or faction until she decides to
apply the Prolific Reader boon to one of her characters.</p>
<p>Quests: For Quests, the boon must be applied to the character played. If
your character dies in a Quest that grants 0 XP, the Chronicle sheet can be
applied to the character, but cross off the boon. The death condition is not
permanent for such Quests. This is an exception to the normal death rules (see
page 19).</p>
<h3>FACTION PINS</h3>
<p>Refer to Appendix 2: Factions for more information on these pins and their
meaning and function.</p>
<h3>REROLLS</h3>
<p>As a way of rewarding players who show their support for the Pathfinder
Society Organized Play campaign by purchasing and using items featuring
campaign insignia, faction logos, or Pathfinder branding, a player utilizing
any of the items on paizo.com/pathfindersociety/rerolls can reroll one d20 roll
during the course of that scenario. Recognize that this reroll must happen
before the original result is determined and the player must use the reroll
result, even if the result is lower. Game Masters are also invited to wear
Pathfinder Society Organized Play shirts, but gain no additional benefits other
than supporting Pathfinder.</p>
<h2 id="APP6">付録6:パスファインダー協会協力開催者</h2>
<p>With over 65,000 players spread across the globe, the Pathfinder Society
Roleplaying Guild would not be a success without the assistance of volunteer
regional coordinators known as Venture-Officers. The top level, regional
Venture-Coordinators, look after large geographical areas. Under them are
Venture-Captains, responsible for countries, states, or large metropolitan
areas. Their right hands, the Venture-Lieutenants, assist in the coordination
efforts. The lowest level, Venture-Agents, coordinate activities in one
location.</p>
<p>Anyone may join the volunteer team. A list of recommended duties and
benefits of each position can be found at paizo.com/coordinators/volunteer. If
you read it over and are interested, contact a Venture-Officer in your area and
let them know! The current roster of Venture-Officers is online at
paizo.com/pathfindersociety/coordinators. If you are unsure who your local
Venture-Officer is, find your location on the list below and contact your
Regional Venture-Coordinator. If your location is not on the list, email
pathfindersociety@paizo.com for assistance.</p>
<h3>PATHFINDER SOCIETY REGIONS</h3>
<p>The regional Venture-Coordinators and their associated regions are listed
below.</p>
<h4>North and South America</h4>
<p>Great Lakes (Bob Jonquet): Illinois, Indiana, Kentucky, Michigan, Ohio,
Ontario, and Wisconsin</p>
<p>Midwest (Todd Morgan): Iowa, Kansas, Manitoba, Minnesota, Missouri,
Nebraska, North Dakota, Saskatchewan, and South Dakota</p>
<p>Northeast (June Soler): Atlantic Canada, Connecticut, Delaware, Maine,
Maryland, Massachusetts, New Hampshire, New Jersey, New York, Pennsylvania,
Quebec, Rhode Island, and Vermont</p>
<p>Northwest (Walter Sheppard): Alaska, Alberta, British Columbia, Idaho,
Montana, Oregon, Washington, and Wyoming</p>
<p>South (Jon Cary): Arkansas, Oklahoma, and Texas Southeast (Del Collins):
Alabama, Florida, Georgia, Louisiana, Mississippi, North Carolina, South
Carolina, Tennessee, Virginia, and West Virginia</p>
<p>Southwest and Central and South America (Eric Brittain): Arizona,
California, Central America, Colorado, Mexico, Nevada, New Mexico, South
America, and Utah</p>
<h4>Africa, Asia, Europe, and Pacific</h4>
<p>Africa and East Eurasia (Auke Teeninga): Iceland, Netherlands, Denmark,
Scandinavia, Latvia, Russia, and South Africa</p>
<p>Asia-Pacific (Stephen White): Australia, China, Hawaii, India, Japan, New
Zealand, Okinawa, Singapore, and Eastern Asia</p>
<p>Central Europe (Dan Simons): Austria, Germany, and Switzerland</p>
<p>West Eurasia and Middle East (Dave Harrison): Belgium, Croatia, France,
Ireland, Israel, Italy, Portugal, Spain, Turkey, Ukraine, United Arab Emirates,
and United Kingdom</p>
<h2 id="APP7">付録7:ロールプレイング組合手引書用語集</h2>
<p>Like the Pathfinder Roleplaying Game, the Pathfinder Society Roleplaying
Guild uses a number of terms, abbreviations, and definitions. The following are
some of the most common.</p>
<p><strong>Additional Resources</strong>:The Additional Resources page lists
what items, classes, spells, feats, and other character options are legal from
books published by Paizo, Inc. To use such an option, you must have a legal
source in which it appears, as well as a copy of the current version of the
Additional Resources list
(paizo.com/pathfindersociety/additionalResources).</p>
<p><strong>Adventure</strong>:Adventures collectively refer to scenarios,
sanctioned modules, and sanctioned Adventure Paths.</p>
<p><strong>Affinity (regional affinity)</strong>:Some feats, traits, or other
mechanical items require an affinity with a specific country or region of
Golarion. Others require membership in a certain ethnic group of people (e.g. a
Shoanti tribe or Mammoth Lord following). All of these are considered regional
affinities. Your PC may acquire any affinity you wish during Downtime, but may
have only one regional affinity at any given time. Note any affinities gained,
lost, or changed on your next Chronicle sheet after making such a change.</p>
<p><strong>Alignment Infraction</strong>:Any single egregious action, or
consistent pattern of lesser actions, that the GM believes would cause your
PC’s alignment to change constitutes an alignment infraction. (See page 12 for
further rules on how to adjudicate alignment infractions.)</p>
<p><strong>Always Available Items</strong>:While Fame limits what your PC can
purchase, you can always purchase certain items regardless of your Fame total
as long as you are in a settlement of 5,000 people or more. See page 19 for a
list of these items.</p>
<p><strong>Average Party Level (APL)</strong>:APL represents the average level
of all PCs participating in the adventure; this number determines which subtier
to use when playing a scenario. (See page 10 for rules on how to determine APL
and how APL determines sub-tier.)</p>
<p><strong>Boon</strong>:A boon is an in-game reward other than XP, gp,
Prestige Points, or item access. Boons appear on Chronicle sheets, typically
earned as part of an adventure or when attending conventions or other special
events.</p>
<p><strong>Class Feature Entity</strong>: Any permanent companion creature
(e.g. animal companion, eidolon, familiar, mount, phantom, etc.) that
accompanies the PC, can take its own actions in combat, and is acquired through
a PC’s class features is referred to as a class feature entity. In the
Pathfinder Society Roleplaying Guild, a character may have only one class
feature entity active during a session. See the FAQ for more information on
interactions between familiars and other class feature entities. See the
Pathfinder Society FAQ at paizo.com/pathfinderSociety/faq for information about
what magic items such creatures can use.</p>
<p><strong>Chronicle Sheet</strong>:This is a record of adventures that a
character has completed, recording any XP, gp, Prestige Points, boons, or item
access the character earned. Some Chronicle sheets grant special rewards that
are not associated with an adventure but are rather earned for attending
conventions, participating in holiday events, or reading Pathfinder Tales
novels. These records allow a player to play any PC at any Pathfinder Society
event of the appropriate level anywhere in the world.</p>
<p><strong>Clergy</strong>:This term refers to a PC with one or more cleric
class levels.</p>
<p><strong>Core Assumption/Core Tenets</strong>:These are the basic
expectations of conduct to which everyone must adhere when participating in the
Pathfinder Society Roleplaying Guild.</p>
<p><strong>Core Campaign</strong>: This mode of play utilizes all of the
campaign’s currently sanctioned material, but only allows the use of the Core
Rulebook, Character Traits Web Enhancement, and Pathfinder Society Roleplaying
Guild Guide in regards to PC creation, gaining levels, and purchasing
equipment. (See page 8 for the complete rules for the Core Campaign.)</p>
<p><strong>Day Job</strong>:Your PC may attempt Downtime in order to attempt a
trained Craft, Perform, or Profession check――often referred to as a Day Job
check――to earn additional gold pieces.</p>
<p><strong>Downtime</strong>:A PC gains a unit of time called Downtime after
each XP-granting adventure. You can spend this Downtime to perform one of
several actions, such as attempting a Day Job check. See page 34 for more
information on the Day Job check.</p>
<p><strong>Evergreen Adventure</strong>:Evergreen adventures are those that a
player may replay (or be the GM for) any number of times at a certain level and
still earn full rewards. Unless otherwise noted, you treat any Tier 1~2 (not
Tier 1~5) adventures with 1st-level PCs as evergreen; you can earn credit with
a 2nd-level PC for that adventure only once. See page 18 for more information
about the evergreen adventures.</p>
<p><strong>Evil Act</strong>:An evil act represents an act that, on it’s own or
as part of a pattern, would push your alignment toward evil. An individual evil
act may or may not also result in an immediate alignment infraction.</p>
<p><strong>Exclusive</strong>:An exclusive is an adventure that requires a GM
to meet certain criteria to run――typically possessing a certain number of GM
stars. Exclusives, together with specials, also contribute to a GM’s earning a
fifth GM star.</p>
<p><strong>Faction</strong>:The Pathfinder Society is comprised of seven active
factions and nine retired factions. Choosing your faction defines your PC’s
secondary loyalties in the campaign. See Appendix 2: Factions for more
information on the factions and their goals.</p>
<p><strong>Faction Journal Card</strong>:This is a card that summarizes the
faction’s aims, a variety of tasks the PC can complete during adventures, and
rewards the PC can earn.</p>
<p><strong>Fame</strong>:Fame represents the total Prestige Points (PP) your
player character has earned during her adventuring career. Fame grants minor
reputation bonuses and increases her access to powerful magic items. See page
21 for more details.</p>
<p><strong>Game Master (GM)</strong>:A GM adjudicates the rules and controls
the elements of the story and world that the players explore, providing a fair
and fun game. In the Pathfinder Society Roleplaying Guild, a GM must also help
players accurately fill out their paperwork and reports the results of each
game to the event coordinator or on paizo.com/pathfindersociety.</p>
<p><strong>GM Stars</strong>:GM stars are a measure of how many Pathfinder
Society games that person has run, ranging from 10 sessions (one star) to 150
sessions (five stars). GM stars grant access to several exclusive adventures
and grant a bonus on free rerolls. Earning the fifth star also requires several
additional steps described on page 16.</p>
<p><strong>Interactive</strong>:Interactives are special adventures in which
multiple groups of players participate in the same adventure, and their
combined results impact each other’s experience and the adventure’s results.
New interactives are typically introduced at PaizoCon and/or Gen Con, and are
available at other conventions that meet a given adventure’s minimum number of
participating tables.</p>
<p><strong>Inventory Tracking Sheet (ITS)</strong>:You must track your PC’s
purchases over 25 gp on an item tracking sheet. A sample sheet is located on
page 44, or you can use a sheet of your own design so long as it tracks the
same information.</p>
<p><strong>Legal Source</strong>:A legal source is a physical copy of a book,
name-watermarked PDF of the book, or a printout of one or more pages from a
name-watermarked PDF. In order to use a character option――especially in
conjunction with the Additional Resources page――you must own and possess a
legal source that contains that option.</p>
<p><strong>Organized Play Coordinator (OPC)</strong>:The organized play
coordinator administers any organized play campaigns, including the Pathfinder
Society Roleplaying Guild and Adventure Card Guild.</p>
<p><strong>Pathfinder Reference Document (PRD)</strong>:This is a free online
version of all the rules contained within the Core Rulebook and other RPG
hardcover books, available at paizo.com/prd. The PRD is not a legal source for
players to reference rules or PC building purposes. GMs may reference the PRD
as they wish for ease of preparing and running an adventure.</p>
<p><strong>Pathfinder Society Number</strong>:Each participant in the
Pathfinder Society Roleplaying Guild is provided a Pathfinder Society Number.
The number is often hyphenated; the first, longer number represents your player
number, and the second number represents your individual characters (e.g. #
123456‐2 refers to player number 123456 and her second PC). This number is used
when reporting completed adventures and should appear on each Chronicle sheet
and inventory tracking sheet associated with your PCs.</p>
<p><strong>Player Character (PC)</strong>:These are the characters portrayed by
the players, rather than by a GM.</p>
<p><strong>Player versus Player (PVP)</strong>:Player-versus-player conflict
occurs when one PC attempts, of his or her own volition, to kill, harm, or
otherwise contribute to the injury of another PC. Player-versus-player conflict
is strictly prohibited. See page 7 for more details.</p>
<p><strong>Pregenerated Character</strong>:These are pre-made characters of
levels 1, 4, and 7 designed for quick use by players who may not have a
character of their own or want to try a new character class. Some exclusive
events also provide special pregenerated characters.</p>
<p><strong>Prestige Points</strong>: Prestige Points represent favors owed to
you by the Pathfinder Society, and you may spend these to acquire items or
services you could not otherwise purchase――even if you would not otherwise
possess sufficient Fame. See page 21 for a list of ways in which you can spend
Prestige Points.</p>
<p><strong>Priest</strong>:See Clergy.</p>
<p><strong>Rebuilding</strong>:This is the process of changing any aspect of
your character except his or her Pathfinder Society Number. Each character may
freely rebuild anytime before playing an adventure at level 2 or higher. More
information about rebuilding can be found on page 8.</p>
<p><strong>Regional Venture Coordinator (RVC)</strong>:Regional
Venture-Coordinators, under the guidance of the Organized Play Coordinator,
supervise a large section of the world and support Venture-Captains and
Venture-Lieutenants in their duties.</p>
<p><strong>Replay</strong>:A player replays a scenario when they play it more
than once. The Pathfinder Society Roleplaying Guild allows only limited forms
of replay. See page 7 for the limited replay rules.</p>
<p><strong>Replayable Scenarios</strong>:See Evergreen Adventure.</p>
<p><strong>Reroll</strong>:This refers to any chance to reroll a d20 and use
the new result. In the Pathfinder Society Roleplaying Guild, this often refers
to the free reroll provided when a play wears or uses certain Pathfinder
merchandise during an event. See page 36 for rules about free rerolls.</p>
<p><strong>Retraining</strong>:This is the process for changing aspects of your
character after 1st level, following the rules presented on page 188 of
Pathfinder RPG Ultimate Campaign. See page 35 for additional rules and costs of
retraining.</p>
<p>Quest:Quests represent short adventures designed to last about 1 hour.</p>
<p><strong>Sanctioned</strong>:Sanctioned material has been approved for use
within the Pathfinder Society Roleplaying Guild.</p>
<p><strong>Sanctioned Module/Adventure Path</strong>:These are adventures other
than Pathfinder Society scenarios for which characters can receive credit. The
list of which modules and Adventure Paths are sanctioned for play appears on
the Additional Resources page, where you can download each such adventure’s
Chronicle sheets and any special rules involved.</p>
<p><strong>Scenario</strong>:These are adventures that typically take 4~5 hours
to complete, written specifically for the Pathfinder Society Roleplaying Guild.
Most adventures in the campaign are scenarios.</p>
<p>Season:A season is a yearlong period that begins at Gen Con (typically
August). Most seasons have a unifying theme and contain about 25 scenarios,
with two usually released per month.</p>
<p><strong>Slow Advancement</strong>:A player may opt to use the slow
advancement at the beginning of an adventure, in which case the PC earns only
half the normal XP, gp, and Prestige Points. Doing so extends the effective
“lifespan” of a character. You still receive the full benefits of any Downtime
activities, such as Day Job checks.</p>
<p><strong>Special</strong>:This is a catch-all term used to refer to
exclusives and interactives.</p>
<p><strong>Standard Advancement</strong>:This is the typical rate at which a PC
earns XP, gp, and Prestige Points at the end of an adventure. A player may opt
to use the slow advancement instead.</p>
<p><strong>Subtier</strong>:This is a small level range within a tier used to
scale the difficulty of an adventure for groups of different average party
levels.</p>
<p><strong>Tier</strong>:This is a range of character levels that can
participate in an adventure. Scenario tiers are usually subdivided into
subtiers. A PC cannot participate in an adventure if the PC’s level at the
start of the adventure is outside that adventure’s tier.</p>
<p><strong>Venerate</strong>: Venerate refers to the relationship between a PC
and a specific deity, pantheon, or philosophy of some sort where the PC follows
the cause but gains no specific mechanical reward as a result of doing so.
Player characters are able to venerate any Golarionspecific deity, pantheon, or
philosophy they wish without alignment concern.</p>
<p><strong>Venture-Agent (VA)</strong>:Venture-Agents (VA) are dedicated
volunteer coordinators who direct operations at one venue.</p>
<p><strong>Venture-Captain (VC) (In-Game)</strong>:Rather than travel widely,
some Pathfinders establish lodges where they can coordinate local agents, store
regional lore, and provide a safe refuge for their colleagues. In scenarios,
venturecaptains are often the NPCs who brief the PCs on their next mission or
opportunity.</p>
<p><strong>Venture-Captain (VC) (Real Life)</strong>: Named after the in-game
leaders of the Pathfinder Society, Venture-Captains are the many dedicated
volunteer coordinators who oversee large geographic regions that contain a
large number of players.</p>
<p><strong>Venture-Lieutenant (VL)</strong>: Venture-Lieutenants are dedicated
volunteer coordinators who assist the Venture-Captains in their efforts.</p>
<p><strong>Worship</strong>: In this context, worship refers to a relationship
held between a PC and a deity where the PC, in exchange for his dedicated
worship, gains a mechanical benefit (e.g. a cleric’s spells and abilities, a
deity-specific feat or trait, special functions of magical weapons, or
prerequisites for a prestige class). PCs may only worship one campaign-legal
deity and must always be within one step of their chosen deity’s alignment. See
page 24 for more rules on worshiping a deity and how to change the deity a PC
worships.</p>
<h2 id="APP8">付録8:参照用紙</h2>
<p>訳注:キャラクター・シートが掲載されているが、翻訳しない。</p>
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