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Full Guide

Starfinder Society Guide to Organized Play

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Version 4.01

Getting Started

Welcome to Starfinder Society

The Starfinder Society is a worldwide science fantasy roleplaying campaign set in the Starfinder Universe. As an agent of the Starfinder Society, an organization of explorers, archaeologists, and adventurers headquartered in the Lorespire Complex of Absalom Station, you dedicate your time to discovering and chronicling all corners of the galaxy (and beyond). Starfinder adventures range from exploring unknown worlds and star systems to undertaking covert assignments within the bowels of the Pact World’s largest metropolises.

Starfinder Society uses Paizo’s Starfinder Roleplaying Game ruleset and setting under the campaign leadership of the Paizo Organized Play Team. This guide presents the information you need to participate in this exciting, dynamic campaign. Welcome to the Starfinder Society!

What Is Paizo Organized Play?

In a Paizo organized play campaign, your character adventures in a shared setting with thousands of other gamers worldwide. Anyone can host games, in homes, game stores, libraries, at conventions, and online, as long as they report the adventure’s results afterward. Reporting earns participants campaign rewards and player actions influence the fate of the worlds of the Starfinder roleplaying game.

As part of the organized play experience, you can take your character to any Starfinder Society event in the world, allowing you to join a game with friends and strangers alike with ease. And after each adventure, your characters grow stronger and carry their rewards with them to the next adventure, even if your fellow players and Game Masters (GMs) change between adventures. The Paizo organized play experience is uniquely immersive, as the diverse range of players, GMs, and characters provide incredible depth. The campaign is also a great way to meet other gamers and play regularly without needing to schedule regular events with a single set of people as you might for a more traditional game.

In order to help the Starfinder Society program run smoothly as a unified campaign, there are some additional rules to ensure a consistent and fair experience for everyone—no matter who is playing or running the game. The rest of this guide covers that information.

Besides the Starfinder Society, Paizo Organized Play programs also include the Pathfinder Society (second edition) campaign, the Pathfinder Adventure Card Society, and the Pathfinder Society (first edition) campaigns.

Paizo’s organized play team oversees the campaign’s content and program structure, and team members include the Organized Play Manager, Organized Play Associate, Organized Play Managing Developer, Organized Play Developers, and design liaisons. Volunteers called Venture-Officers facilitate the campaign by coordinating the worldwide network of players and GMs.

Register for Organized Play

To ensure you have access to all the tools and benefits available to our players, participants should have an organized play number and an account on paizo.com. To create an account, visit paizo.com/organizedplay and click on the “New Players Create an Account” button.

If you are unable to acquire an organized play number online, ask your Event Coordinator for help.

My Organized Play

Every registered organized play participant has a record on paizo.com. You can access this information by direct link or by visiting paizo.com, hovering/clicking on the My Account at the top right of the screen, then selecting Organized Play. There are several tabs on your account page.

  • Summary: A list of your GM rankings, all registered characters, and character Reputation totals. You can create new characters by selecting the desired type at the bottom of the screen.
  • Sessions: A chronological list of all games you participated in, which may be sorted using the criteria on the left.
  • GM/Event Coordinator: A list of earned points such as AcP or GM Glyphs, as well as a list of all events you are coordinating and a button to create new events.
  • Boons: A list of all currently available boons in a program. The Player Rewards section of this guide details how to purchase boons.
  • Evaluations: Regional Venture-Coordinators & Venture-Captains have this tab to record GM evaluation games. See GM Rewards for more info.

If you find an error in your session list, send an email to pfsreportingerrors@paizo.com with the error and any supporting documentation you have on what the correct data should be.

Community Code of Conduct

All participants in Organized Play must adhere to the Paizo Organzied Play Code of Conduct and the SFS community standards—read through them and uphold them at all Organized Play events and sessions.

Characters

Next, you need a character to play. You can either use a pregenerated character or create your own character.

Using a Pregenerated Character

If you don’t have time to create a new character or want to try out a new character class, you can use a pregenerated character, also called a pregen, based on the Pathfinder iconic characters. A player can choose any of the pregerated characters without owning the associated rule books or sources. You can download the Starfinder Community Use Package: Starfinder Society Pregenerated Characters or request them from your local event coordinator.

Using Your Own Character

If you have the time, and know what you want to play, you can build your character following the rules in the Character Creation appendix.

After you are done building your character, register them: go to your Organized Play account, sign in, and click “Register a New Starfinder Character.”

Where can I find a Game?

Each community uses their own game scheduling process. Common platforms used in scheduling games include:

Organized Play Forums

Join the vibrant Starfinder Society online community by participating in the official Starfinder Society forums. Ask questions! Compare character builds! Discuss! Find events! Your feedback helps us improve our program, so drop by and tell us what we can do to enhance your organized play experience. 

The Pact Worlds

The Starfinder Society sends its agents on missions throughout the Pact Worlds, Near Space, and the Vast. The Universe Of The Starfinder Society below provides a basic introduction to the setting; you can learn more about the Starfinder Setting from Chapter 12 of the Starfinder Core Rulebook, from the various books in the Starfinder product line, and from the Starfinder Wiki.

The Universe of the Starfinder Society

The Gap, an indeterminate span of time from which memories and records alike were wiped away, profoundly altered the galaxy. The planet Golarion, cradle of humanity in the home star system of the Pact Worlds, disappeared entirely. Untold history vanished during the Gap, with no species retaining any memories of this tumultuous time. Even the gods remain silent on the Gap, giving only vague allusions to the safety of lost Golarion.

What Is The Starfinder Society?

Founded shortly after the Gap, the Starfinder Society was inspired by incomplete tales of a similar pre-Gap organization called the Pathfinder Society. The Starfinder Society originally aimed to map the temporal edges of the Gap and piece together the history of what transpired during that tumultuous event, ambitiously endeavoring to find lost Golarion. Since the Society’s inception, its mission has changed to focus less on the Gap and more on exploring a galaxy made accessible due to the spread of Drift beacons.

The heroes of the Starfinder Society travel the breadth of the galaxy—from verdant jungle worlds where even a fingernail-sized insect is deadly, to seemingly abandoned space stations filled with unspeakable horrors, to ruined temples of dead gods hidden amid the ruins of similarly dead worlds, and to the bustling streets of the metropolises of the Pact Worlds. Starfinders work in small but efficient groups to explore the known and unknown, recording their findings and bringing them back to the greater organization for dissemination.

Most Starfinders operate out of scattered regional headquarters called lodges, which dot the galaxy. 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 Lorespire Complex stands apart from other lodges. Located in Absalom Station, the Lorespire Complex is always accessible to even the farthest-flung Starfinder expeditions due to the unique ability for ships to quickly travel the Drift to reach Absalom Station. More than a single building, the Lorespire Complex is a campus of structures built around the eponymous spire. The Archives, the Hall of Discovery, and other edifices integral to the Society’s ongoing existence fill the grounds of the Lorespire Complex.

Leadership

The First Seeker is a Starfinder elevated above her peers. This Starfinder is elected based on the merit of adventuring experience and personal field of focus. Each First Seeker uses her appointment to prioritize the Starfinder Society’s primary research focus, using the position to advance a personal scholarly pursuit of value. Once a First Seeker’s term has ended, that First Seeker can never again serve as a leader within the Starfinder Society. The thrust of many of the Starfinder Society’s missions are the result of the First Seeker’s goals—luckily, those same agents who perform these missions are integral in deciding who receives the honor of ascending to the rank of First Seeker.

The Forum is an elected body of Starfinders who work to coordinate the Society’s many operations. Integral in drumming up the necessary support to elect a First Seeker, the Forum also assists the elected First Seeker in completing her personal mission. Any Starfinder can ascend to become a member of the Forum, and membership does not stop one from partaking in other activities. In fact, many faction leaders and venture-captains are active members of the Forum in addition to their other duties. Other Forum members are experienced Starfinders who hold no title beyond their Forum membership.

The third pillar of the Society’s leadership is Guidance, a network of uploaded personalities of exemplary Starfinders. Most First Seekers are invited to upload their consciousness into Guidance, and only those deemed unworthy or who perish in their mission fail to become part of the Starfinder Society’s spiritual anchor. Guidance functions in two major ways: it’s the first entity to formally induct new Starfinders into the organization, and every new Starfinder begins his or her careers by receiving a commencement address from Guidance. The uploaded bank of personalities also confirms the election of new First Seekers, and while historically Guidance agrees to the democratic decision of the Society, there have been a handful of cases where Guidance has not approved an elected First Seeker.

Every Starfinder contributes to the overall success of the Starfinder Society. Some do so through diligent research, rarely leaving the teeming Archives of the Lorespire Complex. Others prefer to explore the relative safety of the Pact Worlds or the appropriately titled Near Space, where civilization remains only a short jaunt through the Drift away. The bravest Starfinders travel to the other ends of the galaxy, using the Society’s starships to explore the endless expanse of space known as the Vast.

Symbols

The official symbol of the Starfinder Society is a compass, a stylized representation of the "wayfinder" used by Pathfinders on lost Golarion. Many Starfinders wear the emblem on their armor, get a tattoo of the symbol, or otherwise display it prominently. Some Starfinders elect to receive a special subdermal graft, which allows them to covertly display the symbol.

Factions

Factions have existed within the Starfinder Society since the organization’s inception. Each faction supports its agents working within the Starfinder Society. All Society agents know that their allegiance is first to the Starfinder Society, followed by any faction allegiances they maintain. In fact, most factions within the Starfinder Society actively cooperate despite their differing goals.

Acquisitives: "Fame, glory, and money. We want it all."
Members of the Acquisitives seek to increase their personal fame and fortune through working with the Starfinder Society. As the Society’s newest faction, the Acquisitives build their reputation by increasing the prestige of the Starfinder Society.

Dataphiles: "Knowledge is power."
If information is power, the Dataphiles seek to become the most powerful faction within the Starfinder Society. The Dataphiles believe in curating all data (both digital and physical) and that they alone are worthy of deciding what is fit for public consumption.

Exo-Guardians: "The sword that seeks the darkness."
Agents of the Exo-Guardians work to protect the Pact Worlds against the various as-of-yet unknown threats of the Vast. Their members crusade into Near Space and the Vast to amass equipment, knowledge, and magic believed to be essential in protecting the Pact Worlds.

Second Seekers: "Learn from the past." - Ehu Hadif
The Second Seekers are an informal faction dedicated to pursuing the agenda of the Society’s current leader, the First Seeker. The current First Seeker, Ehu Hadif, has dedicated his tenure to re-establishing the Society as an archaeological research organization.

Wayfinders: "First into the unknown."
Named for an old relic of bygone explorers, the Wayfinders seek to explore space and create peaceful relationships with new species. Members of Wayfinders often act as first contact ambassadors, as well as explorers to the absolute frontiers of known space.

Other Factions

There are innumerable entities and organizations in the galaxy, and some represent unique factions yet to make major inroads with the Starfinder Society. During the course of play, it is possible for a character to receive an offer to join one of these new factions. Other factions currently in circulation:

  • Manifold Host
  • Second Seekers (Roheas)

  

Recent History

The Starfinder Society Campaign is divided up into "Seasons" each approximately a year long. The following section describes the events preceding and surrounding each of those seasons, and may help give context to scenarios set in those seasons. However any information necessary to understanding the scenario should be made available by your GM, so you do not need to memorize the following information unless you want to.

The Scoured Stars Incident (Pre-Season 1)

In 316 AG, the Starfinder Society elected the renowned kasatha explorer Jadnura as First Seeker. Elevated due to his reputation for maintaining balance between the various divisions of the Society, Jadnura also proposed a tantalizing personal objective: a coordinated expedition to a region of space known as the Scoured Stars.

The Scoured Stars are a small cluster of star systems known for housing worlds filled with vicious fauna, not to mention an abundance of malicious outsiders and other strange entities. Well over a century ago, the Starfinder Society prohibited expeditions to the Scoured Stars, in part because of the deadly inhabitants but also because findings from the few successfully explored worlds showed little of research value. Jadnura’s quest would have seemed suicidal, had he not provided a link to the mysterious worlds.

During his time as a Starfinder field agent, Jadnura discovered a mysterious artifact known only as the Tear. The item was little more than a jagged hunk of magical stone etched with indecipherable markings. The magical artifact defied most mystical and technological investigation, relenting only after years of intense scrutiny. It took the most powerful divination magic available, but veteran Starfinders uncovered a link between the Tear and the Scoured Stars. When Jadnura ascended to the rank of First Seeker, he rallied the Society to travel to the Scoured Stars to at last answer the Tear’s secrets.

While the threats of the Scoured Stars were powerful, they were disorganized and possessed no obvious spacefaring assets. What followed was one of the greatest single undertakings by the Starfinder Society. A task force of almost 80% of the Society’s assets and agents joined the First Seeker on his mission into the Scoured Stars. Everything went well at first, with reports returning of Jadnura and the bulk of the Starfinder teams landing on the surface of the world to which the Tear directed them.

And then, nothing.

When the remaining Starfinders in the Lorespire Complex attempted to make contact, they discovered a terrifying reality: the Scoured Stars were now cut off from the rest of the galaxy. A vast shield of aurum energy surrounded the region of space, preventing communication and travel into the systems. Drift travel was rendered ineffective, and even visual scans failed to pierce the shifting veil, which was soon after dubbed “The Godshield” for its incomprehensible power. This single event left the Starfinder Society crippled, as most agents and assets are now trapped within the now-untouchable region of the Scoured Stars.

New Beginnings (Season 1 - Part 1)

This is the starting point for the first season of the Starfinder Society. With the bulk of the Starfinder Society lost in the aftermath of the Scoured Stars incident, the Society is on the brink of ruin. Only the actions of a particularly outspoken Starfinder, Luwazi Elsebo, has held the Starfinder Society together in the ensuing months. A dedicated assembly of surviving senior Starfinders has assisted Elsebo in stabilizing the Society, as well as in rebuilding the Forum. Many of these agents specialized in managing specific aspects of Society operations, each becoming de-facto leaders for Society factions both old and new.

Even with the dedication of Luwazi and her allies, the Starfinder Society suffered further losses, as discouraged surviving agents opted to leave the Society. The loss of further field agents, especially those few veterans who left, made holding onto the Society’s vast portfolio of claimed planetoids, stellar regions, and other archaeological sites almost impossible. The necessity of maintaining the Society’s claims on these regions was too much for the remaining agents to handle, and Luwazi turned to outside assistance from reputable mercenary organizations.

Through such imperfect arrangements, Luwazi Elsebo and her allies successfully held the Starfinder Society together long enough for a new cadre of Starfinders to complete their training. Those agents spent their first year working to rebuild the Society and undertaking missions that would set the groundwork for a return to the Scoured Stars.

The Starfinder Society under Luwazi Elsebo’s direction, launched a major rescue operation into the Scoured Stars. Bypassing the shielding around the system, the Starfinder Society returned to rescue their lost companions from untold hardships across the Scoured Stars. First Seeker Jadnura was among those rescued over the course of these missions. However, during this momentous rescue, a new alien threat emerged. Known as the jinsuls, these aliens came in vast numbers and seized the Scoured Stars in a single decisive battle that forced the Starfinder Society to abandon its rescue operations and retreat with the agents they managed to save.

The Starfinder Society has left the Scoured Stars, but a new threat, the jinsuls, now dwells within that distant region of space. Knowing little of this alien threat, the Society has returned to its primary goal of exploration and the acquisition of information. Many within the Society’s upper leadership have begun assembling the best of the best field agents for important missions to learn more about the jinsuls and continue unraveling the mysteries of the Scoured Stars!

The Jinsul Threat (Season 1 - Part 2)

Following the Society’s retreat from the Scoured Stars, the jinsul menace did not remain dormant. Led by a semi-divine being known as Dhurus, the jinsuls began turning the Scoured Stars into a war engine that produced scores of new starships and technology. The Society monitored the situation, with Exo-Guardians stockpiling weapons from the sites of previous missions, while the Acquisitives and Dataphiles worked to stymie the jinsuls’ advance with a daring strike into the Scoured Stars.

Events conspired to pull the Society back into grasp of the Scoured Stars when a group of agents traveling to an uncharted star system found it under invasion by jinsuls. These brave Starfinders managed to help save a group of dignitaries, who relayed that they belonged to the Kreiholm Freehold—yet another of the civilizations that departed the Scoured Stars in ages past. The Society established diplomatic relations with the Freehold, all while the jinsuls continued their attacks in hopes of forcing their wayward former neighbors to return to the Scoured Stars.

In the meanwhile, First Seeker Jadnura assembled a group of Starfinders to explore the location of the mysterious Tear relic that first led him on the path of the first disastrous Scoured Stars mission. These agents uncovered the ruins of another Scoured Stars civilization and hints that a powerful deity dwelled within the Scoured Stars.

As the jinsul menace continued attacking numerous civilizations, First Seekers Luwazi Elsebo and Jadnura brought together a force of Starfinders to learn more about the jinsuls by traveling to the world the jinsuls settled before returning to the Scoured Stars. This mission led the Society to uncover more about Dhurus and that the jinsul leader was in fact a divine herald of the deity that slept within the Scoured Stars: the god known as Kadrical the Preserver.

Jadnura and Luwazi began to formulate a plan on how to proceed, but other agencies within the Society weren’t so pensive. Historia-7, leader of the Dataphiles, uncovered that her mentor, Historia-6, was not who he’d always claimed to be. A struggle broke out within the Dataphiles, as Historia-6 took possession of Historia-7’s body and threatened the entire Starfinder Society. Only a timely intervention by a group of Starfinders and Zigvigix, leader of the Exo-Guardians, managed to save Historia-7 from her former mentor. Discarding her honorary title, Historia-7 has reclaimed her former name of Celita and stood ready to aid the Society in its coming struggle.

In time, a renewed jinsul assault against the Kreiholm Freehold called the Society back into action in defense of its new allies. Led into battle by a group of experienced Starfinders, the Society fleet managed to push back the jinsul assault, but learned that Dhurus would not accept defeat and planned to either wake Kadrical or siphon the sleeping god’s powers for itself. A second of Kadrical’s heralds, the mysterious Ailurious, appeared during the battle to render assistance and confirm the Society’s fears about the jinsul threat.

Bringing together a massive fleet, spearheaded by the recently repaired Master of Stars, the Starfinder Society once again ventured back into the Scoured Stars to stop Dhurus and the jinsul menace once and for all. The battle was long and arduous, but the Society’s most senior agents took to the field against Dhurus and stopped the xenophobic herald from siphoning Kadrical’s powers. With their herald defeated, the jinsuls retreated from the Scoured Stars in disparate packs of ships.

At the battle’s end, First Seeker Jadnura declared his stated mission as being finished, and he opted to remain within the Scoured Stars as the system’s new custodian. With the deity Kadrical awakening in a universe he’d not been involved in for millennia, Jadnura seeks to live out the remaining years of his life as a guardian of the Scoured Stars. Meanwhile, Jadnura’s departure has formalized the transition of First Seeker authority, and Luwazi Elsebo has taken her place as the formally recognized leader of the Starfinder Society.

Weaponized Media (Season 2)

Returning to Absalom Station from the Scoured Stars, the Starfinder Society’s battle-tested agents expected a heroes’ welcome. Instead, a series of media advertisements and vidcast news feeds relayed scathing information about the Starfinder Society’s recent actions. Statements called out Starfinders for meddling in the affairs of foreign powers, inciting the threat from within the Scoured Stars, and effectively operating an unsanctioned paramilitary organization. More and more anti- Society rhetoric began to fill the infospheres of the Pact Worlds.

Despite attempts of the Starfinder Society’s leadership to determine the source, they failed to uncover the culprits behind the multimedia “hit campaign” and the damage continued to grow. Many organizations within the Pact Worlds watched the Starfinder Society with wary eyes, wondering if association could bring unwanted backlash. For Starfinder agents, the task of exploration and cataloguing remained paramount, as the Society’s leaders hoped to combat the ongoing sour media outlook by providing the Pact Worlds with tangible evidence of all the good that the Society could do in the galaxy.

Luckily for the Society, their efforts over the course of the year led to stunning victories against their hidden foes. Through actions across the Pact Worlds and beyond, the Starfinder Society proved its value and battered down the incoming tide of negative press. After uncovering the identity of the smear campaign’s architect, First Seeker Luwazi Elsebo dedicated the last days of her tenure to defeating this force and ensuring that her successor could begin their role as First Seeker without the negative press of the past.

A New Future (Season 3)

Elected as First Seeker by a slim margin, Ehu Hadif Ko’ra Amares of Clan Tolar is a veteran kasatha Starfinder. He won the election on a platform of returning the Starfinder Society to its roots of exploring the past. Only recently elected, Ehu Hadif has instigated a series of missions focused on re-examining missions from the Society’s distant past and exploring locations closer to the Pact Worlds. More than any First Seeker in recent memory, Ehu Hadif has opened up numerous exploration possibilities into the worlds comprising Near Space.

The Year of the Data Scourge (Season 4)

The Year of the Data Scourge pits the Starfinder Society against a mysterious threat targeting the Pact Worlds. As a series of digital attacks ravages infospheres and technology across the system, robotic attackers seek out Society agents and strongholds. The Starfinder Society launches missions to stop the attacks while assisting in defense of the Pact Worlds.



Community Standards and Expectations

In addition to the Community Standards laid out in the Paizo Organized Play Code of Conduct the following rules govern Starfinder  Society Organized Play

Do Not Cheat

Maintain the integrity of the game. Cheating behaviors include, but are not limited to, falsifying rolls, forging records, using unapproved resources, not owning the sources used by your character, and lying to GMs and event coordinators. Participants caught cheating will be barred from Starfinder Society events for an amount of time dependent on the severity of the offense. Repeat offenders will be banned from all Paizo Organized Play activities.

Keep Good Records

Starfinder Society uses a combination of character sheets, Chronicles, and record trackers to chart character progression. GMs and event coordinators rely on these documents to keep the campaign honest, fair, and fun for everyone. It is your responsibility to maintain accurate records. Always bring either paper or digital copies of your character sheet and supporting documentation such as Chronicles and record trackers of any character you wish to play to Starfinder Society events. If using paper copies, we suggest keeping them all together in a binder, with a folder for each character.

If you cannot produce the supporting documents for your character, the GM can ask you to play a pregenerated character instead.

No Character-versus-Character Combat

In keeping with the “Cooperate” theme of the Starfinder Society, engaging in non-consensual character-versus-character conflict is prohibited. While accidental friendly fire happens due to missed attack rolls or other factors, players must obtain the consent of other players before deliberately including fellow PCs in damaging effects. Engaging in character-versus-character conflict will award  Infamy points and may render a character unplayable. This rule does not apply in situations where a character is not acting of their own free will, such as if they’re being mind-controlled by an NPC and forced to attack a fellow Starfinder .

Violation Enforcement Procedures

If a player is removed from a table for violating the community standards, or a character is marked “dead” due to  Infamy, then it is the responsibility of table GM or event coordinator to advise their local venture-officers of the situation.  The GM or event coordinator must advise the player of the report and provide the player with the venture-officer contact information, so that the player may present their side of the issue to the venture-officer. Rules infringements will be kept on file, as continued violations will result in suspension of organized play membership. 

Rules Variations

From time to time, players might encounter different rules sources with minor variations in the rules.  In general, the most current printing of the English version of the rulebook in question should be treated as the definitive source.  In the case of the this guide the most current printing is the English version on this web page.

Campaign Leadership

The rules of the campaign reside in this guide and the Character Options page. As the campaign develops, additional rulings might be needed. These rules will be published via the paizo.com forums or blogs and from there be compiled into the program documentation listed above.  The people with the authority to issue rulings for the Starfinder Society campaign are: Tonya Woldridge (Organized Play Manager), Linda Zayas Palmer (Organized Play Managing Developer), Alex Speidel (Organized Play Associate) , Mike Kimmel (Organized Play Developer), and Jenny Jarzabski (Starfinder Society Developer).  Clarifications from other campaigns and their campaign managers do not apply to the Starfinder (Second Edition) Society Organized Play campaign unless confirmed by one of the above individuals.

Rules Changes

The Starfinder roleplaying game is a living game, and 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.

Class Features and Archetype Abilities: If an ability score-dependent feature of a class or archetype is altered at any time, you can rebuild your character to its current XP. You can keep the same equipment, or you can resell any equipment that augments the altered ability score at its full market price.

If a 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 swap out any feats directly associated with the affected equipment.

Feats: If a feat changes or is removed from the Character Options page, 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.

Items: If the price of an item increases, you must sell back the affected equipment at its original full market value. So long as you have enough credits, you can repurchase the same item at its updated cost.

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 items that use that spell at their current full market value based on the spell’s old level.

Errata:  Changes to rules via errata go into effect at the next game played by the character. 

Playtest:  For information on rebuilding characters affected by changes between playtests and final rules visit the Pathfinder Society blog for each associated playtest.

Effects on Scenarios: If an errata or clarification changes how an ability works in a scenario, follow the current rules.  If that means that the ability no longer works with how the NPCs tactics are written, modify the tactics as best you can to incorporate the changes.

Timing:  To reduce confusion and chaos, rule changes announced during a gaming event do not take effect until after the event ends. 

Players

Player Basics

Player-Created Characters

Starfinder Society characters use the process outlined on page 12 of the Starfinder Core Rulebook with a few additional campaign-specific rules and benefits. Characters start at first level unless they have Boons to modify their starting level. The Character Creation appendix contains step-by-step instructions to help you create your own Roleplaying Guild character and outlines the campaign’s additional character creation steps. Follow the instructions carefully to ensure your character is suitable for the organized play campaign.

Remember to register your character at paizo.com!

Character Options: All of the races, themes, and classes from the Core Rulebook are available to you when creating a character. You might need special boons to access some races and options from other books before you can use them in organized play. More information on approved resources can be found on the Character Options page.

Rebuilding Your Character

After playing a new character, you might find aspects of your character you would like to change. Don’t worry! Until you play a game in which your character starts with 3 or more XP, you can freely rebuild your character completely. The character retains their Reputation earned and character number.

Once you begin a session as a second level character, you still have options for changing your character’s choices through the mnemonic editor hybrid item Starfinder Core Rulebook (page 226). Characters can use this item to reverse the last 2 levels worth of decisions on a character. Different versions of the device allow you to retrain up to three additional times, effectively allowing a character to wipe and retrain up to 8 levels worth of decisions throughout her career.

You cannot use Rebuilding or Retraining to build a character that could not be built without using either of those two tools.

For more information on purchasing a mnemonic editor, see the Basic Purchasing Plan boon.

Purchasing Guidelines

You can purchase the following items so long as you’re in a settlement and the price is not higher than the settlement's listed Maximum Item Value. (Scenarios might sometimes provide additional allowances or limitations):

  • All equipment listed in the Starfinder Core Rulebook with an item level equal to your character level + 1.
  • All equipment listed in sanctioned Starfinder content with an item level equal to your character.
  • Any equipment listed on your character’s Chronicle Sheets with an item level equal to your character level + 2.
  • All items and services purchased with Fame.


Magic, hybrid, and technological 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.

Spellcasting Services

Provided you are in a settlement, you may purchase spellcasting services with a level up to to half the settlement’s Maximum Item Level.

Page 234 of the Starfinder Core Rulebook covers the rules for purchasing spellcasting services, and the associated costs are listed in Table 7–38: Professional Services on page 235. You can also use Fame to purchase spellcasting services using the Basic Purchasing Plan boon.

Purchased spellcasting is assumed to be cast using the minimum caster level. Spells without a level, such as miracle and wish, cannot be purchased as a spellcasting service.

PCs can never purchase the traveling service of a spellcaster.

Group Purchases

In Starfinder Society play, you can never buy, sell, or trade items with another player, but you may allow another player to borrow an item for the duration of an adventure. Players are permitted to pool their money to purchase items or spellcasting services for use in the current adventure. If the PCs buy an item using pooled money that they do not use during the adventure, one PC may purchase the item at the end of the adventure, paying the item’s full cost. If no PC wants to purchase the item, the PCs must sell the item back for 10% value, reimbursing each PC 10% of what she paid into the pool.

The party can sell a dead character’s belongings for this purpose if, and only if, the player of the dead character consents.

Spells

The following spells found in the Starfinder Core Rulebook are not legal for play and may never be used, found, purchased, or learned in any form by characters of the Starfinder Society: animate dead and reincarnate. All spells and effects end at the end of an adventure with the following exceptions, which should be noted on the Chronicle Sheet.

  • 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.
  • Afflictions and harmful conditions obtained during an adventure remain until healed and carry over from adventure to adventure (except as noted under Negative Effects below).

Applying and Transferring Fusions

The Society has specialists at the Lorespire Complex trained in Mysticism who can apply or swap out fusions for agents of the Starfinder Society in good standing. This service is free but is only available before the briefing or once the adventure is complete unless stated in the adventure. Only the service is free; characters must still pay the normal cost for transferring the fusion.

Adventures

There are two types of adventures written for the Starfinder Society campaign.

Starfinder Quests: Written specifically for the Starfinder Society, quests are 1-hour adventures often used as introductions to the game.

Starfinder Society Scenarios: Written specifically for the Starfinder Society, scenarios each present a single episode in a continuing story and typically take 4–5 hours to complete.

Rules for additional types of adventures can be found in Additional Adventures.

Scenario Tags

Starfinder Society adventures utilize a series of short titles, or tags, to denote information pertinent for GMs running scenarios and the players participating in them. The following tags appear in Starfinder Society scenarios:

  • Exclusive: Scenarios with this tag have running requirements outside the standard one table environment. Scenarios with this tag include specific rules on who is eligible to run it and where and how it can be run.
  • Faction: Scenarios with this tag address the listed faction's goals and may grant additional reputation with a Faction.
  • Metaplot: Scenarios with this tag are directly connected to a larger plot arc, typically the major plot throughline of a particular Season of Starfinder Society adventures.
  • Nova: Scenarios with this tag contribute to the 5 Nova requirement.
  • Quest: This tag indicates the associated product is a single quest or a quest pack.
  • Repeatable: Players and GMs may receive credit for scenarios with this tag an unlimited number of times, though characters can still only receive credit once for a given scenario.
  • Starship: This tag indicates the associated scenario includes some form of the starship combat rules in Chapter 9 of the Starfinder Core Rulebook.
  • Survival: This tag indicates the players will benefit from skills and abilities relating to survival while cut off from outside resources.
  • Vehicle: Scenarios with this tag indicate that the associated scenario includes some form of vehicle combat or vehicle chase.

Levels

Starfinder Society adventurers are designed for characters of various levels playing together. The range of levels supported by an adventure appears on the cover. The difficulty of the adventure scales based on the character levels and is calculated using APL .

Table Minimums: Starfinder Society adventures are written for four (or more) players. However, in cases where you simply cannot seat four players, the GM can make the following adjustments.

  • Adventures with a minimum level of 8 or lower: the GM can run a table of two or three players, and can add additional appropriately leveled pregenerated iconic characters in order to meet the minimum table size of four PCs.
    The GM can either play these characters themselves or deputize one or more players to run them, provided the player agrees to do so and feels capable of running an additional character.
    Pregenerated iconic characters are available for 1st, 4th, and 8th level.

  • Adventures with a minimum level of 9 or higher: can be run with only 3 players, but only if all players at the table agree. While we expect this “hard mode” playthrough experience to be satisfying, we want to caution you that, as the adventures are designed for a minimum of four players, they will be more difficult than normal.

  • All levels: If there are still not enough players even with these adjustments, and there is a player available who has already played the adventure, they can join the table, playing for no credit.


Replaying for No Credit: This is only allowed if the alternative is for the table not to go off. Players should record any items expended or gold spent and may be given a blank Chronicle for this purpose. This is an exception to the restriction that you should never assign more than one copy of a Chronicle to a given character.

Reporting: GMs do not record or report organized play numbers for players replaying for no credit.

Table Maximums: Tables cannot have seven or more players.

Before the Adventure

Before the game starts, you will need to choose a character to play. This can be one of your existing characters, or a pregenerated character, but it must fall within the allowed levels for the adventure. If you choose a pregenerated character, you must also choose an existing character of a lower level, a first level character, or a brand new character to assign credit to. See Applying Credit for more information. You should also chose a Faction to represent. Any Reputation earned for Primary and Secondary success conditions that adventure is applied to that Faction. The default faction is Wayfinders.

The GM will provide you with a sign-in sheet to record your character’s name, Organized Play ID, Character Number, level and faction, as well as any contact information the GM needs to be able to get chronicles to you. If you are playing a pregenerated character, then the character number is the number of the character who will receive credit for the adventure.

One Character Per Adventure

You can have as many active characters as you want in Starfinder Society. However, you can play only one of your characters during a specific adventure.

One Adventure per Character

A character can only take part in one adventure at a time. From the time the character begins an adventure, to the time Chronicles are issued, that character cannot be involved in any other adventure. Characters engaged in play-by-post are considered busy and may not be used in another game while the play-by-post is running.

Replaying Adventures

When replaying an adventure, or playing an adventure you have already GMed please follow these additional two guidelines.

Notify the GM: Inform the GM that you have already played the adventure or run it as a GM. Although a GM should endeavor to be flexible, the GM maintains the right to deny running the adventure for you if they feel uncomfortable running the event for players who have foreknowledge of the story.

No Spoilers: When you are replaying an adventure, avoid spoiling the adventure’s plot or using insider information to affect gameplay. Doing so can be grounds for the GM to remove you from the table. In general, be mindful in separating player knowledge from character knowledge, and if you are uncertain how to proceed, speak privately with the GM to determine the best course of action.

During the Adventure

Each adventure typically begins with a briefing, either in the form of a letter, a meeting with a venture-captain, or an offer of a job by an employer.

Slotting Boons: This is the time when your character will slot any boons you wish to take.

Purchasing Equipment: This will also often be the last opportunity your character has to purchase any needed equipment for the adventure.

Remember, your character is a member of the Starfinder Society, working with colleagues and friends, under the motto “Explore, Report, Cooperate.”

Treasure

As characters work their way through the adventure, they will discover or earn items of value.

Characters may also find named items of treasure or consumable items. These items are available for use during the adventure and often appear as purchasable items on Chronicles.

Infamy

Infamy represents a character’s reputation for performing evil or criminal actions. Some scenarios will call out specific actions that will cause characters one or more PCs to gain infamy. Additionally the GM may assign infamy for other evil or criminal acts not called out by the scenario.

Warnings: The GM must warn the Player that their act will incur Infamy. This warning can be in character or out of character but must be clear to the player. If the PC goes through with the action, they earn the point of infamy.

Effects of Infamy: Each point of infamy reduces the PCs effective level by one for purposes of purchasing gear.

If a PC ends a game with 3 Infamy, they are ejected from the Starfinder Society and are no longer allowed to play in the campaign. The character should be marked dead when the table is reported.

Infamy is not for player actions. Players who commit or describe character actions in violation of the community standards are subject to disciplinary sanctions outlined in the community policy.

After the Adventure

Negative Effects

During an adventure, a character might gain afflictions such as blindness, curses, diseases, poison, or death. Any permanent afflictions must be cleared from the character before the end of the adventure or the character ceases to be available for organized play.

Exceptions include permanent negative levels, ability drain that does not reduce an ability score to 0, and conditions that impose no mechanical effect.

GMs should report characters with uncleared permanent afflictions as dead.

Affliction removal applies to pregenerated characters and any unresolved afflictions carry over to the Starfinder Society character receiving credit for the adventure. If that would mean the character would be marked dead, they are marked dead immediately.

Removing Afflictions

Other PCs can use their spells, feats or class abilities to assist characters in recovering from negative effects. They can also contribute consumables or credits, but are not required to. Characters can always use credits earned during the adventure to clear conditions. Condition removal purchased using fame or credits automatically succeeds providing it is possible for it to succeed.

When determining order of payment, players should apply party funds, then Starfinder Society character funds, including credits earned from the adventure, then sale of pregenerated character gear (if applicable and they meet the requirement below):

To sell a pregenerated character’s gear at:The character or party must have paid at least:The pregen’s gear is worth:
Level 10 credits100 credits
Level 4600 credits600 credits
Level 83,300 credits3,300 credits


Fame: players can pay up to half the cost of removing a condition by paying fame, at a rate of 1 Fame per 1000 credits. They may also purchase Reputation Boons that will clear conditions using Fame.

Reputation

Reputation is a measure of how influential your character is in the Starfinder Society. See Factions and Reputation for more about how Reputation works.

Treasure

Unlike a traditional game in which the PCs would divide recovered magic items and other treasure among themselves, Starfinder Society awards each participating PC a share of credits based on their respective levels. Rather than divide up the valuable items unequally, PCs have equal access to any special treasure found, represented by the items listed on the Chronicle. Rules for purchasing these items can be found under Purchasing Guidelines.

Downtime

Not every Starfinder works for the Society full time. Some are trained artisans, professionals, or performers and earn extra credits between missions. After each adventure that grants XP, you gain a period of Downtime before your next mission, which you can use in one of three ways per adventure: crafting, a day job, or other pursuits.

Crafting: You can spend your Downtime to craft a single item following the rules on page 235 of the Starfinder Core Rulebook. A character must use the skills listed in this section of the book and cannot use the Profession skill to craft equipment. It is assumed that between adventures, you have access to the tools and workshop necessary to craft equipment.

To craft an item, you must acquire the requisite number of UPBs. You can purchase UPBs at a rate of 1 UPB for every 1 credit spent. You cannot scavenge parts from equipment you own or collect during a scenario. Any equipment crafted between sessions should be marked on the Chronicle Sheet.

If you have the Master Crafter feat, you receive a 5% discount on crafting if the crafted item is crafted using the Master Crafter feat’s associated skill. You may still craft only a single item during a single Downtime period.

Day Job: During Downtime, you can attempt one trained Profession check to earn extra money; this is called a Day Job check. Permanent bonuses from class, equipment, feats, race, and theme apply to your Day Job check as they would any check for the relevant skill. Temporary bonuses do not apply to Day Job checks, no matter the source. You can take 10 on a Day Job check, but you can’t take 20 or use the aid another action.

You gain a number of credits equal to twice your Profession skill check result, as per the “Earn a Living” entry under the Profession skill (Starfinder Core Rulebook page 146). You cannot use other skills to make a Day Job check. Add this amount to the Day Job box on your Chronicle Sheet.

Other Pursuits: Some boons allow you to use Downtime in other ways. These boons will provide exact rules on their use, but often require a character to sacrifice the opportunity to attempt a Day Job check or perform any crafting.

Pregenerated characters: A player using a pregenerated character may use their Downtime as normal, using the skills of the character who is receiving credit for the adventure.

Levelling Up

Each time you play an adventure, your character will receive experience points (XP). Typically, you gain 1 XP for completing a Starfinder Society scenario or 3 XP for completing an Adventure Path. Characters advance 1 level for every 3 XP they earn.

Record-Keeping

Organized play characters rely on good recordkeeping to ensure accurate information while playing. Several methods of tracking exist, but the most prevalent is the Chronicle. Every organized play published or sanctioned adventure contains a Chronicle, though players can choose alternative tracking methods and keep the Chronicles as backup.

Upon completing an adventure, players each receive a Chronicle Sheet from the GM. This sheet includes a summary of the adventure; indications of any choices made along the way which may impact the future of the campaign, and a log of rewards earned while exploring. It also provides areas for notes, purchases, and the acquisition/removal of conditions. Players using other tracking methods should ensure all the data on the Chronicle is reflected in their records.

Record Format

Players may choose to keep their records digitally or in paper files. If stored digitally, players must be comfortable with GMs handling their device while reviewing records. If in paper files, all pages must be carried to games.

Applying Credit

Chronicles and their associated information are assigned to the character identified on the sign in sheet when the adventure ends. Any information on the chronicle does not affect the character until the chronicle is applied to the character. Normally, chronicles are applied immediately; however, Pregen Chronicles have the following additional rules:

  • Pregen Chronicles assigned to a brand new or 1st level characters can be applied immediately to the character at 1st level, or held until the level of the pregen. Chronicles assigned to characters of a level higher than 1st level, must be held to the level of the Pregen.
    Pregen chronicles applied to 1st level characters gain the following limitations:
    • Reduce the credits rewarded to 720 credits if the adventure grants 1 XP or 2,160 credits if it grants 3 XP.
    • Characters do not benefit from any boons until the character reaches the minimum Chronicle level

  • Characters receiving credit for pregen chronicles can earn the rewards or benefits associated with any of their current boons, as long as those boons could have been slotted during the course of the adventure. This can also applies to “out of table” boons like Digital Presence or Worldwide Explorer.

Chronicles are applied in the order in which they were played. Add all earned rewards and make Downtime checks before applying the next Chronicle. Applying credit in batches may advance a character multiple levels. The character’s level cannot exceed the level of any Chronicle applied to them, so any out-of-level Chronicles applied are lost.

Character Creation

This page details the steps for creating a character for the Starfinder Society. These steps mirror those in the Starfinder Core Rulebook with a few additional Roleplaying Guild-specific rules and benefits.

Character Sheets

There is no standard character sheet format required. The only requirements are that it must be legible, clear, and reviewable by the GM. Blank analog character sheets for Starfinder can be found at:

Resources

Players may use any Paizo published books or supplements they own during character creation, provided the options are permitted by the Character Options document. Players residing in the same household may share owned resources. Options in the Core Sources are considered always available resources regardless of ownership.

Character Creation Guidelines

The following steps elaborate and expand on character creation for Starfinder Society characters (Core Rulebook page 14)

1. Create A Character Concept

Remember, your character is a member of the Starfinder Society first and foremost, and as such, your character should be able to work with any other Starfinder and abide by the Society’s Motto: “Explore, Report, Cooperate”.

2. Choose A Race

Race follows the normal rules in the Core Rulebook.

The choices offered in Chapter 3 of the Core Rulebook are always available, as are the Legacy races in Chapter 13.

Additionally, the following races are always available provided you own a copy of the appropriate source book:


3. Choose A Theme

All Starfinder Society characters must select a character theme during character creation. Themes can be found starting on page 29 of the Core Rulebook.

4. Choose A Class

All Starfinder Society characters begin at 1st level.

5. Finalize Ability Scores

Starfinder Society characters buy their ability scores as detailed on page 18 of the Core Rulebook. Starfinder Society characters must use the Buying Ability Scores rules and should never use the optional methods of Ability Quick Picks, Rolling Ability Scores, or Character Flaws.

6. Apply Your Class

The Starfinder Society follows all the standard rules for applying class.

7. Assign Skill Ranks And Choose Feats

The Starfinder Society follows all the standard rules for assigning skill ranks and choosing feats.

Skills: Each time a character invests a skill rank in Culture, she may choose an additional language from the list of always available languages in “Finishing Details” below or from any language listed on one of her Chronicle Sheets.

8. Buy Equipment

All characters begin with 1,000 credits to spend on armor, weapons, and other equipment. Characters can purchase any piece of equipment listed in Chapter 7 of the Core Rulebook with an item level no greater than 2nd. Characters can purchase any piece of equipment authorized by the Character Options page with an item level no greater than 1st.

Characters retain any remaining credits on a personal credstick that can be used for future purchases.

9. Fill In The Finishing Details

The last step to character creation is filling in remaining details as explained on page 16 of the Core Rulebook. Listed below are additional considerations for Starfinder Society characters.

Age: Characters must be between the age of maturity and the maximum age (see Table 3–1 on page 41 of the Core Rulebook or the relevant table in the source book where the race appears). When determining the maximum age of a race, you can assume the dice results would be their theoretical maximum. For example, a human would have a maximum age of 120, while a ysoki would have a maximum age of 80.

Alignment: Players may not play evil characters. When choosing an alignment, be sure it satisfies any alignment requirements for your character’s theme (such as the priest theme).

Deities And Philosophies: Characters can worship any deity or philosophy listed on page 482 of the Core Rulebook. Characters with the priest theme must choose a deity or philosophy whose alignment is within one step (on either the good-evil axis or the law-chaos axis) of the character’s alignment.

Home World: This is where your character was raised, and it must be your racial home world, one of the Pact Worlds presented in the Core Rulebook, or an populated world presented in Near Space.

Languages: Characters gain some languages based on their race and home world, but might speak additional languages depending on their Intelligence or class. All Starfinder Society characters are literate and speak Common. A character with a high Intelligence score can select bonus languages from the list on pages 40–41 of the Core Rulebook.

She can also select the following languages from other sources:


Natural Disabilities: The Starfinder Roleplaying Game allows for characters to be naturally blind or deaf as part of character creation; these character options are allowed as part of the Starfinder Society. The selection must be made at character creation and cannot be reversed. A character can choose to be either naturally blind or naturally deaf; he cannot choose to be both. A blind character gains the tactile version of any language he knows, while a character who begins play deaf automatically knows the signed versions of their known languages.

Starship: The Society provides Starfinders with starships as needed.
See this Guide's Starships page for more information on how starships work in the campaign.

Other Items

The beginning of Starfinder Society games includes character introductions, so consider making a few notes on your character’s appearance, personality, and pronouns to share with other players. The Universe of the Starfinder Society and Chapter 12 of the Core Rulebook both contain information on the campaign setting you can use for this purpose.

The Starfinder Roleplaying Game uses maps with a standard 1-inch grid to determine movement and tactical positioning in combat, so you need a physical representation of your character to use on the grid. Paizo produces a wide range of Starfinder Pawns and also works with Reaper Miniatures and WizKids to offer a wide variety of gaming miniatures, so you can find just the right figure for your character.

For digital play, this should be a digital image. Speak to your GM about their preferred image formats and size requirements.

Playtest Rules

These are the general rules for Starfinder Society Playtests. See each playtest announcement for any rules specific to that particular playtest.

Playtest Period

Each playtest runs for a specified period. Once this period has expired, players can no longer use the options being playtested until their publication in a future Pathfinder product.

Playtest Characters

Playtest options can be accessed by creating a custom character using the rules presented in the playtest document. This character functions as a pregenerated character.

Creating a playtest character: Depending on the tier of the scenario, the player can use a 1st-, 4th-, or 8th-level character created using the eligible playtest options and the following guidelines.

  • 1st Level: The character can be made using the character creation rules presented in the Starfinder Core Rulebook and the character creation section of this guide.
  • 4rd Level: This character follows the same rules as above, except that instead of the starting 1,000 credits, they can select one 4th-level armor or weapon and one 3rd-level armor or weapon. In addition, the player can spend up to 4,000 credits on other available equipment.
  • 8th Level: This character follows the same rules as above, except that instead of the starting 1,000 credits, they can select one 8th-level armor or weapon and one 7th-level armor or weapon. In addition, the player can spend up to 18,000 credits on other available equipment.


Credit: Choose which of your characters will receive the credit at the beginning of the adventure. The credit earned for playing a playtest character follows the same rules and guidelines as applying credit for a pregenerated character, presented in the Applying Credit section of the Player Basics page of this guide.

To encourage play of higher-level characters in playtest classes, the rules for applying credit when playing a playtest character are more open. A player using a non-1st-level playtest character may choose to apply the earned Chronicle Sheet to an existing Organized Play character immediately. To do so, simply replace the credits earned on the Chronicle Sheet with credits from the list below that match the level range of the existing player character.

Levels 1-2: 720 credits (2,160 credits for Adventure Path module)
Levels 3-4: 1,460 credits (4,380 credits for Adventure Path module)
Levels 5-6: 4,085 credits (12,255 credits for Adventure Path module)
Levels 7-8: 5,835 credits (17,505 credits for Adventure Path module)

This follows all the other rules for applying a chronicle early.

Boons and Other Character Options: In order for the playtest character to take a character option that would normally require a boon, that playtest character must have all of their credit assigned to a character number that has purchased that boon.

Resolving Conditions: We recognize that players taking the opportunity to playtest these characters are performing a service for the game and campaign. As a result, whenever a player playtests a 4th- or 8th-level version of these characters, the cost to purchase a raise dead is reduced to 6 Fame and subsequent restorations to remove the negative levels are only 1 Fame each. This means that there's still some risk to your established characters, but the penalty for dying as a playtest character is far less onerous than it would be for a normal character or pregenerated character.

GM Opt In

Because playtest use additional rules elements that some GMs may not be comfortable with, each GM must opt-in for playtest characters to be used at their tables. Please make sure that you consult the GM prior to game!

Current and Past Playtests

This list contains all previous play tests. Make sure to check the dates to see if a playtest is still ongoing.

Evolutionist Playtest

August 2 to September 24, 2021
This playtest includes the evolutionist class, which has not yet been announced for publishing.

Precog Playtest

November 16 to December 25, 2020
This playtest included the precog class, which is slated to appear in Galactic Magic (expected November 2021).

Tech Revolution Playtest

July 27 to September 18th, 2020
This playtest included the nanocyte class and mech rules. Both are slated to appear in Tech Revolution (expected August 2021).

Character Operations Manual Playtest

December 3, 2018 to January 16, 2019
This playtest included the three classes in the Character Operations Manual : biohacker, vanguard, and witchwarper.

Player Rewards

In addition to the boons gained by participating in Starfinder Society sessions, players can earn additional rewards.

Boons

Boons are small in-game rewards distributed for a variety of reasons, including attending events and supporting charities. Over the course of Year 3, the campaign is phasing out the use of some boons in preparation for introducing digital Achievement Points rewards to the Starfinder Society. For more information on Achievement Points, review the blogs at paizo.com/organizedplay.

Convention: A player can acquire a convention boon from participating in a convention supported by Paizo. 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.

Discounts: Some boons provide a discount in the number of credits or amount of Fame associated with a purchase. Unless otherwise noted, only one boon that provides any discount can be applied to any one purchase. This prevents multiple discounts from reducing a purchase’s cost by an unreasonable amount for the game’s wealth expectations.

Welcome: A player may apply the Welcome to Starfinder boon to their first character (XXXX–701). This boon is available for download from this Guide.

Promotional: To reward players who show their support for the Starfinder Society campaign by purchasing and using items featuring campaign insignia, faction logos, or Starfinder branding, a player using any of the Starfinder items on paizo.com/organizedplay/perks can slot the associated boon into his or her Promotional boon slot. Game Masters are invited to bring promotional material to games, but they gain no additional benefits other than supporting Starfinder.

Boon Slots

To ease player record-keeping burdens, the Starfinder Society uses the boon slot system. Each boon slot represents an available space in which a player can place one of their earned boons; if you’ve slotted a boon, it’s active for that adventure, and if you didn’t slot one of your boons, it’s dormant. Every Starfinder Society character has six boon slots, each of which corresponds to a different type of boon.

Most boons include a corresponding boon type, so you can slot a Social boon into your Social boon slot, but not into your Faction boon slot. This means that with the exception of the occasional slotless boons, you’ll be tracking only up to six boons during a session—not sorting through stacks of paper in the middle of the game.

Shortly after beginning a scenario, the GM will call for the players to slot their boons. This typically occurs following the mission briefing, giving the players some heads up on what boons might be relevant to the scenario. In some cases, the GM will actively advise the players of pertinent boons they may have earned from Chronicle Sheets on previous scenarios. A PC can apply only one of her boons per boon slot.

Slotless boons don’t take up any of your character’s slots; they are in essence always active. There is no limit on how many slotless boons you can have active at a time. Some slotless boons are tagged as “limited-use.” These boons grant a benefit a limited number of times, either once per boon or a limited number of uses indicated by a series of check boxes. In most cases, you do not need to continue keeping track of a limited-use boon once it has been expended. Rarely, a limited-use boon may include additional or altered rules in the description of the individual boon.

A pregenerated character has boon slots, though such characters rarely have boons to use in these slots. In the event a pregenerated character does have such boons, such as Promotional boons or temporary boons granted by the adventure, she can slot them as normal.

Boon Slot List

Ally: These boons typically represent an ally actively assisting the PC. This could be a hired ammo loader, a dodgy hacker, or a knightly squire from the Hellknights or Knights of Golarion. Ally boons are often an additional “body” on the team, or the presence of a creature that can bring direct aid in the form of a combat role or to assist in skill checks.

Faction: Each faction offers a unique boon to characters who frequently champion that faction, called an improved champion boon. A character with an Improved Champion Boon can slot that boon here only during missions where they are championing that faction.

Personal: Personal boons represent a wide variety of special boons available in the campaign. Unique races, typically those found beyond the Starfinder Core Rulebook, commonly occupy this slot. The Personal slot often requires associated boons (such as new race options) be permanently slotted, so that the slotted boon does not change on a scenario-by-scenario basis.

Promotional: Promotional boons are unique in that they often represent out-of-game acquisitions that translate to in-game benefits. Examples of these boons would be the benefits of wearing a Starfinder T-shirt, bringing a Starfinder Player Character Folio to use at the table, or otherwise possessing merchandise or promotional Starfinder material that grants a bonus in the Starfinder Society campaign. For a complete list of current Promotional boons and associated requirements, see paizo.com/organizedplay/perks.

Social: These boons often encompass agreements or alliances with in-game organizations or NPCs. The benefits of these arrangements often come in the form of a boon granted as part of a Chronicle Sheet. Social boons relevant to specific scenarios will often be called out by the GM during the boon-slotting portion of the scenario.

Starship: Starfinder Society scenarios call out the inclusion of starship combat by means of the Starship scenario tag. Starship boons are most relevant to these scenarios, allowing for the customization of the standard ships offered by the Starfinder Society organization. More information on these boons and customizing ships is presented in the Starships section of this Guide.

Vanity: Some boons may have this descriptor in addition to any of the above boon slot types. Vanity boons are often boons that have little or no in-game effect and are intended to provide players with interesting background hooks for their characters.

New Character Boons

Some boons must be applied to new characters. Such boons must be assigned to a particular character when received but may be held and applied later during character building or rebuilding.
Such boons are applied in the following order:

  1. Any boon that specifies it must be the first boon applied.
    If you can apply multiple such boons, you can choose the order in which they are applied, provided that all such boons are applied before any other boons.
  2. Any boon that specifies it must be applied to a character with 0 XP.
    If you can apply multiple such boons, you can choose the order in which they are applied, provided that all such boons are applied before the character gains any XP.
  3. Other boons are then applied as normal.


You may use the normal rebuild rules for level 1 characters with the rules above. However, remember that single-use boons (such as capstone boons or boons which grant access to playable races) will be lost if they are removed from a character they were previously applied

Boons Which Unlock Over Time

Some boons allow players to unlock access to character options over time by checking boxes after meeting the criteria. The following additional rules apply to such boons:

  • Adventure Specific boons: These are boons which allow you to check off a box after completing a specific adventure. These boxes can always be checked when that adventure is completed, even if using that adventure completion to check off boxes on other boons.
  • Adventure Completion Boons: These are boons that allow you to check one or more boxes after completing any adventure. After completing a given adventure, you can check off the relevant number of boxes on any *one* of these boons. Note the boon affected on the chronicle for the adventure.
  • Income-donation boons: These boons require the PC to donate a portion of their income. After completing an adventure, you can check off boxes on any number of boons that require you to donate a portion of your income, provided you can afford to donate that amount. Any boons that require a percentage donated are calculated as a percentage of total income (including Day Job, if any), not as a percentage of what remains after earlier donations.
  • Downtime-donation boons: These boons require the PC to forgo their downtime or their Day Job roll. PCs can check boxes on only *one* of these boons per adventure.

Achievement Points

Players earn Achievement Points (AcP) by participating in and reporting Starfinder Society games. AcP are an online currency used to purchase character boons. Currently, there are three levels of AcP events. The number of points earned depends on time involved, the event level, and the type of involvement as in the chart below. Event classifications are:

  • Standard events: games played in stores, homes, or other  locations .
  • Premier events: games played at conventions and local events designated part of the Regional Support Program. 
  • Premier Plus events: Paizo-sponsored conventions and conventions running more than 75 blocks of organized play.

Table: Typical AcP rewards.

Adventure XPPlayer / GMStandard EventPremier EventPremier+ Event
1 XP (Scenarios)Player456
 GM81012
3 XP (Some Adventures, Adventure Path books*)Player121518
 GM243036

*Not all Adventures and Adventure Path books award 3 XP. See the individual sanctioning documents for details.

A list of  Achievement Points rewards available for purchase lives on the Boon tab of your My Organized Play page. To purchase a boon, select a character from the dropdown list, then click the purchase button of the desired boon. A list of purchased boons appears at the bottom of the page. Each purchased boon generates a downloadable printable boon. AcP boons should be stored with Chronicles, either digitally or alongside physical sheets. 

Retail Incentive Program

The Retail Incentive Program (RIP) rewards players with rewards for their characters when they patronize retailers who are providing space for Organized Play activities. Purchases made at the location within a stated time frame tally by table and unlock benefits at different levels, including some that reduce the severity of failures, for the next game played. Implementation methods vary from store to store, and are posted for attendees to review. For more information, read the full policy and consult your Event Organizer for details.

Factions and Reputation

Each of the five major factions offers a variety of rewards, accessible at varying tiers of reputation, that PCs can purchase with Fame. Along with these faction-specific rewards, several generic rewards exist for every faction, depending on the amount of Reputation earned.

Reputation Tiers

There are a total of five Reputation Tiers a character can progress through with a faction. As a PC earns Reputation associated with a faction, she unlocks additional benefits and access to more boons. A PC’s overall standing is represented by her Reputation Tier. These tiers are numbered 0 through 4, with a Reputation Tier of 0 representing no advancement within a faction, while a Reputation Tier of 4 is the height of prestige within a faction. A Reputation Tier of 0 is not a valid Reputation Tier to collect the rewards from boons based on Reputation Tier. To advance in Reputation Tiers, a character must collect the requisite amount of Reputation as detailed on Table 2–1.

Reputation Tier Thresholds

Reputation Tier Reputation
00+
15+
215+
325+
445+

All Factions

To calculate your current Reputation Tier for the purpose of all-factions boons, add up your total Reputation from all factions.

Boons Table

All Faction Boons

Name Tier Type Cost Description
Basic Hireling Access 0 Ally 1 An ally with a basic skill bonus
Basic Purchasing Plan 0 Slotless Varies Access to always available purchases
Starship Towing 0 Slotless 5 Get a tow when your starship is crippled
Amateur Hireling Access 1 Ally 2 An ally with a minor skill bonus
Sellback Plan 1 Slotless Special Sell back previously purchased boons
Professional Hireling Access 2 Ally 2 An ally with a high skill bonus
Elite Hireling Access 3 Ally 2 An ally with a very high skill bonus
Untarnished Reputation 3 Slotless 1 One-time Infamy reduction
Master Hireling Access 4 Ally 2 An ally with the best skill bonus
Starfinder of Note 4 Slotless 4 Your leadership inspires others

Aquisitives Boons

Name Tier Type Cost Description
Abundant Ammunition 1 Starship 1 Extra ammo for starship weapons
Publicist 1 Ally 2 An ally maintains your public image
Purveyor of Fortunes 1 Slotless 0 Gameplay objective boon
Acquisitives Improved Champion 2 Faction 4 Gain additional benefits for your Faction
Known Quality 2 Social 2 Improve day job checks
Skillful Sales 2 Slotless 2 Increase sale value of equipment
Sponsorship 2 Social 2 Gain an extra Promotional boon slot
Personalized Hull 3 Starship 2 Reroll starship critical hits on your ship
Shameless Sponsorship 3 Social 3 Gain a third Promotional boon slot
Balanced Nepotism 4 Slotless 4 Start a character with 10 Reputation

Dataphiles Boons

Name Tier Type Cost Description
Digital Presence 1 Slotless 0 Gameplay objective boon
Expert Blackmail 1 Social 1 Use Resolve to influence others
Enhanced Targeting 1 Starship 1 Increase range of starship weapon
Backup Info Check 2 Slotless 1 Rerolls on pre-adventure skill checks
Computational Savant 2 Starship 3 Extra node for computers on starship
Dataphiles Improved Champion 2 Faction 4 Gain additional benefits for your faction
Digital Imp 2 Ally 2 Digital ally provides remote hacking
Data Concierge 3 Ally 2 Access to outside skill assistance
Ruthless Blackmail 3 Social 3 Improved influence from blackmail
Information Sharing 4 Slotless 4 Access a boon from this PC

Exo-Guardians Boons

Name Tier Type Cost Description
Collector and Examiner 1 Ally 2 Deliver alien remains for future insight
Pact Worlds Defender 1 Social 1 You and nearby allies better resist fear
Theoretical Historian 1 Slotless 0 Gameplay objective boon
Exo-Guardians Improved Champion 2 Faction 4 Gain additional benefits for your faction
Expert Gunnery 2 Starship 2 You can reroll critical hits
Tools for the Job 2 Slotless 2 Use fame to access better equipment
Untarnished Reputation 2 Slotless 1 One-time Infamy reduction
Fusion Guild Contact 3 Social Varies Access to cheaper weapon fusions
Ammo Caddy 3 Ally 3 An ally reloads your weapon
Starship Schematic 4 Slotless 4 Access a new starship

Second Seekers: Ehu Hadif

Name Tier Type Cost Description
Seeker of Knowledge (Ehu) 1–4 Slotless 0 Replay scenarios based upon reputation
Historical Analyst 1 Starship 2 Give Culture-based bonus to gunners
Learn from the Past 1 Slotless varies Reduced cost of services
Second Seekers (Ehu) Improved Champion 2 Faction 4 Gain additional benefits for your faction
Studious Researcher 3 Ally 2 An ally helps you complete objectives
Grand Achievement 4 Slotless 4 Gain missed Chronicle rewards

Second Seekers: Jadnura

Name Tier Type Cost Description
Analytical Tracking 1 Starship 2 Reroll an attack with a tracking weapon
Seeker of Knowledge (Jadnura) 1 Slotless 0 Replay a previously played scenario
Scoured Stars Veteran 1 Social 2 Reduced cost of services
Scoured Flora 2 Slotless 2 Heal ability damage
Second Seekers (Jadnura) Improved Champion 2 Faction 4 Gain additional benefits for your faction
Personal Mentor 3 Ally 3 Reduced cost for body recovery
Mark of Leadership 4 Slotless 4 Treat other boons as Ally boons

Second Seekers: Luwazi Elsebo

Name Tier Type Cost Description
Field Trainee 1 Ally 1 An ally helps you in and out of combat
Instructor 1 Social 2 Mentor a future Starfinder in your spare time
Rugged Hull 1 Starship 2 Increase the CT of your starship
Society Shepherd 1 Slotless 0 Gameplay objective boon
Efficient Administrator 2 Ally 2 Grant a bonus to other Ally boons
Second Seekers (Luwazi) Improved Champion 2 Faction 4 Gain additional benefits for your faction
Team Spirit 2 Slotless 1 Access to less costly raise dead
Scrappy Little Ship 3 Starship 3 Your ship endures under sustained attack
Uniter 3 Social 5 Count Tier 1 factions as being Tier 2
Rising Star 4 Slotless 4 You’ve helped rebuild the Society

Wayfinders

Name Tier Type Cost Description
First Contact Step-In 1 Social 1 Use Resolve to reroll first contact skills
Improved Drift Engine 1 Starship 1 Better starship Drift Engine
Mobile Translator 1 Slotless 2 Gain equipment to help translate languages
Worldwide Explorer 1 Slotless 0 Gameplay objective boon
Enhanced Shield Regeneration 2 Starship 2 Reduce the time for shield regeneration
Living Translator 2 Ally 2 Gain an ally with access to other languages
Wayfinders Improved Champion2 Faction 4 Gain additional benefits for your faction
Alien Access 3 Social 3 Gain access to alien technology
Alien Observer 3 Ally 2 Reduced cost for body retrieval
Alien Allies 4 Slotless 4 Access a new alien race for play


Boon List

A-E

Abundant Ammunition

(Starship Boon)
Your faction provides you with ample starship ammo.
Prerequisites: Acquisitives Tier 1
Cost: 1 Fame

Benefit: When this boon is slotted, select one starship weapon with the limited fire special property on the group’s starship. The selected weapon increases the value of the limited fire value by half (rounded down). For example, a limited fire 5 weapon would become limited fire 7. This boon can be used to improve weapons gained as a result of other Starship boons.

Special: Multiple copies of this boon can be used on a starship, but each copy must affect a different weapon.


Alien Access

(Social Boon)
Your continued devotion to exploring the Vast pays off in the form of easier access to alien technology.
Prerequisites: Wayfinders Tier 3
Cost: 3 Fame

Benefit: You gain a +2 circumstance bonus to skill checks related to negotiating for equipment outside of the Pact Worlds. This also applies to skill checks where a successful result would secure you and your party a gifted alien item (typically detailed in the Treasure section of an encounter). In addition, you always have access to new equipment found on your Chronicle Sheet, regardless of whether you are in an appropriate settlement. You can purchase this equipment at a 10% discount, and it arrives via a non-combat starship within 1d3 days.


Alien Observer

(Ally Boon)
The Wayfinders have attached an alien observer to watch over your missions and report back to its people.
Prerequisites: Wayfinders Tier 3
Cost: 2 Fame
Benefit: You bring along a noncombatant alien observer belonging to a species from outside of the Pact Worlds. This alien does not take part in combat. It speaks Common and its native language. The alien observes your actions, but it does not take part in any encounters; it refrains from involving itself in combat or making skill checks. Because of the importance of preserving the observer, while this boon is slotted, you and other characters taking part in the scenario reduce the Fame cost to purchase a body recovery by a rescue team (see the Basic Purchasing Plan boon) by 2.

If you gain Infamy at any point while this boon is slotted, you immediately lose this boon.

Special: You can benefit from only one copy of this boon at a time; this boon’s effects do not stack with those of other Alien Observer boons.


Ammo Caddy

(Ally Boon)
A skilled weapons expert follows you into combat, reloading your weapons at critical moments.
Prerequisites: Exo-Guardians Tier 3
Cost: 3 Fame

Benefit: You recruit a non-combat ally who can assist you by reloading your weapon. Once per adventure, you can spend 1 Resolve Point to have the caddy reload one weapon in your possession, as long as you have the requisite spare ammo to provide. The reloading occurs at the beginning of your turn or at the end of your turn (your choice). If reloading the weapon would take more than 1 round, this instead reduces the time to reload the weapon by 1 round. It is assumed the caddy carries a set of your ammunition appropriate for each of your weapons, but will reload only one weapon once per adventure.


Analytical Tracking

(Starship Boon)
Followers of Jadnura often prepare multiple contingencies and find themselves unprepared only when something completely unexpected occurs. You’ve learned how to perform actions as a science officer to help your allies operate tracking weapons.
Prerequisites: Second Seekers ( Jadnura): Tier 1
Cost: 2 Fame

Benefit: When acting as a science officer aboard a starship, you can perform a special version of the target systems action that allows you to prepare a coordinated strike. Rather than selecting an enemy system, you can spend 1 Resolve Point and select one tracking weapon aboard your starship. The gunner can reroll a single attack roll with that weapon.


Backup Info Check

(Slotless Boon; Limited-Use)
You have access to several invite-only infosphere data repositories and forums.
Prerequisites: Dataphiles Tier 2
Cost: 1 Fame

Benefit: Most scenarios include a mission briefing with one or more relevant skill checks that you can attempt to learn information important to the scenario. Some scenarios include skill checks prior to the PCs arriving at the adventure location.

Typically, these skill checks include a table with information provided based on varying DCs; with this boon, you can reroll one of these skill checks and use the higher of the two results. Skill checks occurring after the start of the first encounter of the scenario cannot be affected by the purchase of this boon.

Special: You can purchase this boon multiple times, but only once per skill check.


Basic Purchasing Plan

(Slotless Boon; Limited-Use)
The following is a list of purchases available to all members of the Starfinder Society.
Prerequisites: All Factions Tier 0
Cost: Varies (see below)

Benefit: Every Starfinder can acquire certain services from the Starfinder Society by spending Fame. All Starfinders have access to the following list of services.

Basic Purchases
Award Cost*
+4 to any one skill check** 1 Fame
Dispel magic 1 Fame
Lesser restoration 1 Fame
Make whole 1 Fame
Remove affliction (CL 7th) 1 Fame
Break enchantment 2 Fame
Greater dispel magic 2 Fame
Remove Radiation 2 Fame
Restoration 2 Fame
Regenerate 6 Fame
Have your body recovered by a rescue team 5 Fame
Raise dead 14 Fame
Reduce Infamy by 1 4 Fame
Mnemonic editor (mk varies) 4 × mk of the editor purchased***


* Increase cost by 3 in Near Space and 5 in the Vast
**Does not include Day Job check
***Mk 1 = 4 Fame, mk 2 = 8 Fame, mk 3 = 12 Fame, mk 4 = 16 Fame

Special: This boon can be purchased multiple times, as it strictly
allows access to purchase the services listed above.


Collector and Examiner

(Ally Boon)
The Exo-Guardians host a variety of professionals interested in researching alien life from the Vast. One such researcher would like to work with you.
Prerequisites: Exo-Guardians Tier 1
Cost: 2 Fame

Benefit: You have a growing relationship with a researcher among the Exo-Guardians. At the end of a scenario for which you’ve slotted this boon, you can return one, and only one, mostly intact cadaver
of a defeated significant enemy (Starfinder Core Rulebook 242) for the ally to study. Mark the creature type (such as aberration, fey, or ooze) of the collected cadaver on your Chronicle Sheet.

While this boon is slotted, you gain an insight bonus to Engineering, Life Science and Mysticism checks to identify creatures corresponding to creatures of the types you have collected. The bonus is equal to the number of corpses of that creature type collected, up to a maximum of +3. The bonus represents your correspondence between you and your examiner ally, and it does not mean the examiner is physically present during the adventure.


Computational Savant

(Starship Boon)
You’ve mastered the art of getting the most out of starship computers. Where others gain some insight from computerized assistance, you are able to take away far greater information.
Prerequisites: Dataphiles Tier 2
Cost: 3 Fame

Benefit: When operating on board a starship with a computer, that computer counts as having an extra node that only you can use. For example, if you’re on a starship with a mk 2 trinode computer, it would count as providing +2/+2/+2/+2, with the last +2 bonus being available only for a skill check that you attempt.

If your starship has no computer, you can cobble together a basic network with onboard systems that counts as a mk 1 mononode that only you can use to enhance your skill checks.

Special: A starship can benefit from only one copy of this Starship boon at a time.


Data Concierge

(Ally Boon)
As long as you have the ability to communicate with the Pact Worlds, you can call in an ally to assist on a failed skill check.
Prerequisites: Dataphiles Tier 3
Cost: 2 Fame

Benefit: You have gained the ability to contact a junior member of the Dataphiles in the Pact Worlds. Once per scenario, while outside of a combat situation and with access to an unlimited-range communication device (such as your starship or facilities in a cosmopolitan settlement), you can contact this ally. The ally allows you to reroll one previously failed skill check to acquire a piece of knowledge, such as identifying a creature or understanding a coded language. Successfully contacting this ally requires 1 hour.


Digital Imp

(Ally Boon)
The Dataphiles offer you a digital construct that can assist with certain skills.
Prerequisites: Dataphiles Tier 2
Cost: 2 Fame

Benefit: The Dataphiles have provided you with a digital construct. While commonly called an “imp,” this digital program can resemble any creature you desire, along with a personality you choose. Lacking physical form, this intricate program can reside within a wrist-mounted computer, a hacking kit, or even inside a mechanic’s exocortex.

As a standard action, you can unleash the digital imp on an adjacent computer system , where it is able to perform the following uses of the Computers skill: Access Unsecured System, Destroy System or Module, Detect Fake Shell, Disable or Manipulate Module, Gain Root Access, or Hack System. The digital imp uses your bonus to Computers with a –4 penalty to the check and cannot take 10 or 20. The digital imp also doubles the time to perform any task, such as 2 full actions per tier of a computer system to hack a system. You can re-collect the deployed digital imp as a standard action when adjacent to a computer system where the imp is deployed.


Digital Presence

(Slotless Boon)
You work to propagate a thriving digital community.
Prerequisites: Dataphiles Tier 1
Cost: 0 Fame (see below)

Benefit: If you complete a scenario that you played online, such as by using a virtual tabletop or a play-by-post format, you earn 1 additional Fame and 1 additional Reputation with the Dataphiles faction (regardless of whether you have the Dataphiles Champion Faction boon slotted for that scenario).

Special: You can benefit from this boon only a number of times equal to your current Reputation Tier with the Dataphiles faction (maximum four total times at Reputation Tier 4). Each time you fulfill the requirements of this boon, mark it on your Chronicle Sheet along with the associated Reputation Tier.


Efficient Administrator

(Ally Boon)
You’ve arranged to take on the services of a manager skilled at directing other allies.
Prerequisites: Second Seekers (Luwazi Elsebo) Tier 2
Cost: 2 Fame

Benefit: You hire an administrator to help vet and assist certain allies recruited by your fellow party members. While this boon is slotted, all other PCs’ Ally boons gain an insight bonus to their skill checks equal to your current Reputation Tier with the Second Seekers faction. If the ally performs a combat role, then he instead gains an insight bonus to his ability DCs, attack rolls, and saving throws equal to half your Reputation Tier with the Second Seekers.

Special: An ally can benefit from only one copy of this boon at a time. This has no effect on Ally boons that do not have a skill check, combat roll, or DC-based effect.


Enhanced Shield Regeneration

(Starship Boon)
You’ve learned how to get the most out of your shields, pushing them to the limit to survive the rigors of special phenomena and starship combat.
Prerequisites: Wayfinders Tier 2
Cost: 2 Fame

Benefit: Once per starship combat, you can spend 1 Resolve Point to push your starship’s shields to the limit. The starship regains a number of Shield Points (SP) equal to the starship tier × your current Wayfinder Reputation Tier. You can assign these SP to any facing, or divide them among any number of facings.

A starship can benefit from this boon only once per starship combat encounter.


Enhanced Targeting

(Starship Boon)
Through intense computational mathematics, you can temporarily rig a weapon to fire well beyond its normal range.
Prerequisites: Dataphiles Tier 1
Cost: 1 Fame

Benefit: At the start of a starship combat encounter, you can increase the range of one of your starship’s weapons. A short-range weapon becomes medium-range, or a medium-range weapon becomes long-range. This effect lasts for the first 1d3 rounds of the starship combat, after which the required computations become too complex to maintain. This boon has no effect on long-range weapons.

Special: Multiple copies of this boon can be used on a starship, but each copy must affect a different weapon.


Expert Blackmail

(Social Boon)
You’ve earned enough organizational contacts to help you act against certain targets.
Prerequisites: Dataphiles Tier 1
Cost: 1 Fame

Benefit: During the course of an adventure in which you have this boon slotted, you can spend 1 Resolve Point to call in outside assistance on a skill check against an opponent. You roll 1d4 and add the total to one Bluff, Computers, Culture, Diplomacy, Engineering, Intimidate, Life Science, Physical Science, or appropriate Profession check, representing the added effort of an outside organization. This effect can occur only in situations where you’re acting against a known target or organization. For example, you could spend a Resolve Point to gain this bonus when attempting a Diplomacy or Intimidate check against an opponent, but could not use it for attempting an Engineering check to overcome a lock in a forgotten ruin.

Special: In some cases, the GM can rule that your outside contacts can’t assist. This might be because you’re on a world cut off from the Pact Worlds or dealing with a completely alien threat. In these instances, you do not expend a Resolve Point.


Expert Gunnery

(Starship Boon)
Through repeated exposure to the rigors of starship combat, you have learned about how to put a key shot in exactly the right place.
Prerequisites: Exo-Guardians Tier 2
Cost: 2 Fame

Benefit: During a starship combat encounter, when your ship scores critical damage against an opponent, you can spend 1 Resolve Point to reroll the critical damage effect. You must use the
second result.

Special: A starship can benefit from only one copy of this Starship boon at a time.


F-H

Field Trainee

(Ally Boon)
A Starfinder trainee accompanies you on field missions to gain further experience.
Prerequisites: Second Seekers (Luwazi Elsebo) Tier 1
Cost: 1 Fame

Benefit: You bring along an ally who assists you in and out of combat. Once per adventure, you can direct your trainee to perform the aid another action (Starfinder Core Rulebook 133) or provide covering fire (Starfinder Core Rulebook 246). Your trainee is considered to have a +3 bonus to all skill checks and a +5 ranged attack roll bonus. You can direct your trainee to provide this more than once in an adventure, but each use beyond the first requires you to spend 1 Resolve Point.

Special: While the trainee can affect combat encounters, he’s considered a noncombatant and is not tracked during combat.


First Contact Step-In

(Social Boon)
When not engaged in field missions, you pore over Wayfinder briefings about various first contact missions.
Prerequisites: Wayfinders Tier 1
Cost: 1 Fame

Benefit: When an ally fails a skill check during a first contact situation—specifically when encountering a previously undiscovered species—you can spend 1 Resolve Point to immediately attempt the same skill check. If the result of your skill check is greater than your ally’s failed attempt, use your result to determine the outcome. You can use this ability on any skill check so long as it relates to a first contact encounter.

A common example would be using skills like Diplomacy or Intimidate on a newly encountered race, but attempting a Computers check to learn from an alien network about a new species would also be appropriate. Exactly when this boon can be used is up to the GM’s discretion.


Fusion Guild Contact

(Social Boon)
You’ve garnered some contacts in Pact World organizations dedicated to the construction of weapon fusions.
Prerequisites: Exo-Guardians Tier 3
Cost: Varies (see below)

Benefit: When you purchase this boon, select a weapon fusion (Starfinder Core Rulebook 192) with an item level equal to 2 × your Exo-Guardians Reputation Tier. This boon costs a number of Fame equal to half the item level of the weapon fusion, rounding up.

While this boon is slotted, you gain a fusion seal for that specific weapon fusion for the duration of the scenario. You do not keep the fusion seal, but you can gain it again in any adventure in which you slot this boon.

Special: You can purchase this boon multiple times. Each time you purchase this boon, select a different weapon fusion.


Hireling Access, Basic

(Ally Boon)
You can requisition basic assistance from the Starfinder Society.
Prerequisites: All Factions Tier 0
Cost: 1 Fame

Benefit: You bring on a non-combat ally that can assist with a certain set of skill checks. This ally can perform the listed skills with a total bonus equal to your level. You must expend any necessary actions and be in range to perform the action yourself. The ally’s result cannot be modified by class abilities or spells, but can be improved by a successful aid another action. The ally can attempt a given skill check only once, cannot retry a check, and cannot take 10 or 20 on a check.

You cannot use the hirelings skills except recall knowledge in combat, and the hireling cannot be affected by, or affect combat, and cannot be harmed unless willfully endangered, and has no effect other than performing the selected skill checks.

When you select this boon, you must select one of the following sets of skills.

  • Set 1: Computers, Engineering, Physical Science
  • Set 2: Bluff, Diplomacy, Intimidate
  • Set 3: Culture, Medicine, Survival
  • Set 4: Life Science, Mysticism, Physical Science


Special: You can purchase this boon multiple times. Each time you purchase this boon, you can select a different set of skills from the list above. When slotting this boon, you can select only one of the skill lists you have available from the above list, even if you have purchased multiple lists.


Hireling Access, Amateur

(Ally Boon)
You can requisition amateur assistance from the Starfinder Society.
Prerequisites: All Factions Tier 1, Basic Hireling Access
Cost: 2 Fame

Benefit: This boon acts as Basic Hireling Access, except the total bonus to your ally’s skill check bonus is now equal to 2 + your level.

Special: This boon supersedes the skill bonus used by Basic Hireling Access. When slotting this boon, you select any skill set from Basic Hireling Access that you already purchased but use the improved skill check bonus instead.


Hireling Access, Professional

(Ally Boon)
You can request the assistance of a professional agent from the Starfinder Society.
Prerequisites: All Factions Tier 2, Amateur Hireling Access
Cost: 2 Fame

Benefit: This boon acts as Basic Hireling Access, except the total bonus to your ally’s skill check is now equal to 4 + your level.

Special: This boon supersedes the skill bonus used by Basic Hireling Access. When slotting this boon, you can select one skill set from Basic Hireling Access that you already purchased but use the improved skill check bonus instead.


Hireling Access, Elite

(Ally Boon)
You can requisition elite assistance from the Starfinder Society.
Prerequisites: All Factions Tier 3, Professional Hireling Access
Cost: 2 Fame

Benefit: This boon acts as Basic Hireling Access, except the total bonus to your ally’s skill check is now equal to 6 + your level.

Special: This boon supersedes the skill bonus used by Basic Hireling Access. When slotting this boon, you can select one skill set from Basic Hireling Access that you already purchased but use the improved skill check bonus instead.


Hireling Access, Master

(Ally Boon)
You can requisition elite assistance from the Starfinder Society.
Prerequisites: All Factions Tier 4, Elite Hireling Access
Cost: 2 Fame

Benefit: This boon acts as Basic Hireling Access, except the total bonus to your ally’s skill check is now equal to 8 + your level.

Special: This boon supersedes the skill bonus used by Basic Hireling Access. When slotting this boon, you can select one skill set from Basic Hireling Access that you already purchased but use the improved skill check bonus instead.


Historical Analyst

(Starship Boon)
Ehu Hadif teaches that one can always look to the past in order to better predict future events. Perhaps no better practical exists for this mantra than the dance of starship combat, where knowledge of past events can help influence the outcome of modern battles.
Prerequisites: Second Seekers (Ehu Hadif) Tier 1
Cost: 2 Fame

Benefit: When acting as a science officer onboard a starship, you can perform a special version of the target systems action that allows you to assist your gunner with a tidbit of past knowledge.

Rather than selecting an enemy system, you can spend 1 Resolve Point. One gunner on your starship gains a bonus to all gunnery checks equal to half your ranks in Culture (minimum 1), though this bonus can never be higher than twice your Reputation Tier with Second Seekers (Ehu Hadif). The bonus lasts for one combat.


I-O

Improved Champion, Acquisitives

(Faction Boon)
Your allegiance with the Acquisitives means you gain personal bonuses for completing related mission objectives as well as championing the faction.
Prerequisites: Acquisitives Tier 2
Cost: 4 Fame

Benefit: Once per adventure, when you succeed at a Culture or Intimidate skill check that is written into the adventure, you recover 1 Resolve Point, up to your Resolve Point total.

Special: This boon has no effect unless the character is championing the Acquisitives Faction this adventure.


Improved Champion, Dataphiles

(Faction Boon)
Your allegiance with the Dataphiles means you gain personal bonuses for completing related mission objectives as well as championing the faction.
Prerequisites: Dataphiles Tier 2, Dataphiles Champion
Cost: 4 Fame

Benefit: Once per adventure, when you succeed at a Computers or Engineering check that is written into the adventure, you recover 1 Resolve Point, up to your Resolve Point total.

Special: This boon has no effect unless the character is championing the Dataphiles Faction this adventure.


Improved Champion, Exo-Guardians

(Faction Boon)
Your allegiance with the Exo-Guardians means you gain personal bonuses for completing related mission objectives, as well as championing the faction.
Prerequisites: Exo-Guardians Tier 2, Exo-Guardians Champion
Cost: 4 Fame

Benefit: Once per adventure when you successfully score a critical hit in combat against a significant enemy (Starfinder Core Rulebook 242) or succeed at Life Science check that is written into the adventure, you recover 1 Resolve Point, up to your Resolve Point total.

Special: This boon has no effect unless the character is championing the Exo-Guardians Faction this adventure.


Improved Champion, Second Seekers (Ehu)

(Faction Boon)
Your allegiance with the Second Seekers (Ehu Hadif) means you gain personal bonuses for completing related mission objectives, as well as championing the faction.
Prerequisites: Second Seekers (Ehu Hadif): Tier 2
Cost: 4 Fame

Benefit: Once per adventure, anytime you succeed at a Culture or Mysticism skill check that is written into the adventure, you recover 1 Resolve Point, up to your Resolve Point total.

Special: This boon has no effect unless the character is championing the Second Seekers: Ehu Faction this adventure.


Improved Champion, Second Seekers (Jadnura)

(Faction Boon)
Your allegiance with the Second Seekers (Jadnura) means you gain personal bonuses for completing related mission objectives, as well as championing the faction.
Prerequisites: Second Seekers (Jadnura): Tier 2
Cost: 4 Fame

Benefit: Once per adventure, anytime you succeed at a Life Science or Physical Science skill check that is written into the adventure, you recover 1 Resolve Point, up to your Resolve Point total.

Special: This boon has no effect unless the character is championing the Second Seekers: Jadnura Faction this adventure.


Improved Champion, Second Seekers (Luwazi)

(Faction Boon)
Your allegiance with the Second Seekers (Luwazi Elsebo) means you gain personal bonuses for completing related mission objectives, as well as championing the faction.
Prerequisites: Second Seekers (Luwazi Elsebo) Tier 2, Second Seekers (Luwazi Elsebo) Champion
Cost: 4 Fame

Benefit: Once per adventure when you successfully use the aid another action to improve an ally’s skill check using a skill that is written into the adventure, or when you succeed at Sense Motive check that is written into the adventure, you recover 1 Resolve Point, up to your Resolve Point total.

Special: This boon has no effect unless the character is championing the Second Seekers: Luwazi Elsebo Faction this adventure.


Improved Champion, Wayfinders

(Faction Boon)
Your allegiance with the Wayfinders means you gain personal bonuses for completing related mission objectives, as well as championing the faction.
Prerequisites: Wayfinders Tier 2, Wayfinders Champion
Cost: 4 Fame

Benefit: Once per adventure when you succeed at a Diplomacy or Survival skill check that is written into the adventure, you recover 1 Resolve Point, up to your Resolve Point total.


Improved Drift Engine

(Starship Boon)
Members of the Wayfinders have access to some of the most advanced Drift engines in the Starfinder Society.
Prerequisites: Wayfinders Tier 1
Cost: 1 Fame

Benefit: Increase the Drift engine of your starship to Signal Booster. This may affect certain aspects of a scenario, but only if the scenario specifically calls this out. Otherwise, the increased engine gives you extra time to prepare for any starship combat encounter you take part in. At the start of a starship combat encounter, you can choose your ship facing and move your ship up to 1d6 hexes in any direction.

Special: A starship can benefit from only one copy of this Starship boon at a time.


Instructor

(Social Boon)
You dedicate some of your time off to training an up-and-coming Starfinder recruit.
Prerequisites: Second Seekers (Luwazi Elsebo) Tier 1
Cost: 2 Fame

Benefit: This boon represents time spent outside of adventuring that you’re taking to train a potential new Starfinder. At the end of every adventure you have this boon slotted, record the total amount of Reputation you earned from Scenario (not Faction) Objectives. You can expend your Downtime at the end of an adventure to increase the amount of Reputation recorded for this boon by 1. Once you have accrued 40 Reputation with this boon, your student has come into their own and is ready to become a full-fledged Starfinder (a new character). Mark the Chronicle Sheet where you accomplished this, and keep a copy with your new character.

When your new character reaches 5th level, instead of choosing four ability scores to increase, you can choose five. Otherwise you follow all other rules for leveling up. This bonus applies only at 5th level.

Special: You can apply this boon only to one new character, and only once the objectives have been completed.


Known Quality

(Social Boon)
You have become a rising celebrity backed by your faction.
Prerequisites: Acquisitives Tier 2
Cost: 2 Fame

Benefit: When you have this boon slotted and you attempt a Day Job check at the end of a session, multiply your total earnings by your Acquisitives Reputation Tier. For example, if you are Tier 3 in the Acquisitives, you multiply the result of your Day Job check by 3. Apply this additional multiplier after doubling the result of your Profession skill check and determining your total earnings.


Learn from the Past

(Slotless Boon)
Ehu Hadif’s teachings of looking into the past have shown that even small missteps can be retraced and corrected. You have easier access to technologies and techniques that aid in reversing past decisions than many of your fellow Starfinders.
Prerequisites: Second Seekers (Ehu Hadif) Tier 2
Cost: varies (see below)

Benefit: You can purchase this boon instead of using the Basic Purchasing Plan to purchase a mnemonic editor of any mark. When you do so, the editor only costs a number of Fame equal to 2 × mk of the editor purchased instead of the normal 4 × cost.


Living Translator

(Ally Boon)
A skilled linguist accompanies you as a translator on missions.
Prerequisites: Wayfinders Tier 2
Cost: 2 Fame

Benefit: You bring along a noncombatant translator skilled in several languages. In addition to Common, the translator knows a number of languages equal to your current Reputation Tier with the Wayfinders faction + 1. When you purchase this boon, you must select the languages known by the translator. These can be any languages listed on page 41 of the Starfinder Core Rulebook or any unique language you’ve encountered in a previous scenario.

When your Reputation Tier increases, you can add an additional language to those known by your translator.


Mobile Translator

(Slotless Boon)
Your connections with the Wayfinders grant you easier access to a rudimentary translation device useful in first contact situations.
Prerequisites: Wayfinders Tier 1
Cost: 2 Fame

Benefit: You acquire a Tetrad certified translator as if you had purchased it, but you do not need to expend any credits.

Normal: You need to spend credits to acquire this item.

Tetrad Certified Translator

Technological Item
Price 500
Bulk L
Capacity: 10 Usage: 1/hour
This elaborate datapad has several additional audio receptors to capture nearby sounds. If you don’t share a language with creatures you encounter, you can activate this device to collect basic linguistic information. The device requires 10 minutes of observed conversation to gain enough information to operate.

The device then acts as a rudimentary translator. It does not allow you to converse with creatures with whom you don’t share a language, but it can relate very basic information. Examples of statements the device could interpret would be: “come with us,” “lower your weapons,” or “leave immediately.” The device cannot parse proper names, including personal designations or the names of items and places. Some extraordinary complex or obscure languages might not translate clearly with this device.


P-T

Pact Worlds Defender

(Social Boon)
You make no secret your desire to defend the Pact Worlds from external threats.
Prerequisites: Exo-Guardians Tier 1
Cost: 1 Fame

Benefit: When you have this boon slotted, you and any adjacent allies gain a +1 morale bonus to saving throws against fear effects. This bonus increases to +2 if the source of the fear effect is something that did not originate within the Pact Worlds.


Personal Mentor

(Ally Boon)
During his time as First Seeker, Jadnura learned to form strong connections with skilled individuals both within and outside the Society’s membership. As you’ve earned Jadnura’s respect, the First Seeker (or his closest allies) has put you in touch with trainers suited to your specific personal goals who look out for your long-term interests.
Prerequisites: Second Seekers ( Jadnura): Tier 3
Cost: 3 Fame

Benefit: When this boon is slotted, you only ever have to pay 1 Fame for the body recovery basic purchase, regardless of where the body recovery takes place. In addition, for every adventure for which you slot this boon and do not use the body recovery benefit, make a note on the associated Chronicle Sheet and have your GM sign beside it. After you’ve accumulated 10 such notes, you can select one of your ability scores that is 17 or lower and reduce it by one. You can then select another ability score that is 17 or lower and increase it by 1. You can still slot this boon afterward to earn the reduced cost for body recovery, but cannot benefit from subsequent ability score adjustments.


Personalized Hull

(Starship Boon)
The outer hull of your starship includes a variety of personalized flair that has an unintended side effect of making it hard to target certain systems.
Prerequisites: Acquisitives Tier 3
Cost: 2 Fame

Benefit: When an opponent imposes a critical damage condition on your starship, after rolling d% to see which system is affected, you can force the GM to reroll the d% and use the new result. A critical damage result can be rerolled in this way only once.

Special: A starship can benefit from only one copy of this Starship boon at a time.


Publicist

(Ally Boon)
You have a follower who provides free publicity and can cover up some misdeeds.
Prerequisites: Acquisitives Tier 1
Cost: 2 Fame

Benefit: When slotting this boon, select either Culture, Diplomacy, or Profession. You gain a circumstance bonus to that skill check equal to your half your current Acquisitives Reputation Tier (rounding up). If you gain any Infamy while this boon is slotted, you can choose to forgo gaining Reputation at the end of the adventure to avoid gaining any Infamy. If you choose to do this, mark this boon as being permanently expended.

Special: If you gain Infamy and use this boon to pay it off, that character can never retake this boon—no publicist will ever work with such a scoundrel again.


Purveyor of Fortunes

(Slotless Boon)
You know the importance of supporting those who support you.
Prerequisites: Acquisitives Tier 1
Cost: 0 Fame (see below)

Benefit: After a scenario for which you achieved the primary success condition and participated in the Starfinder Society Retail Incentive Program by contributing at least $10, then you earn 1 additional Reputation with the Acquisitives Faction.

Special: You can benefit from this boon only a number of times equal to your current Reputation Tier with the Acquisitives faction (maximum four total times at Reputation Tier 4). Each time you fulfill the requirements of this boon, mark it on your Chronicle Sheet along with the associated Reputation Tier.


Rugged Hull

(Starship Boon)
Your starship includes retrieved pieces of old Starfinder starship hulls. These hull sections have survived countless battles and clearly have some strange luck around them.
Prerequisites: Second Seekers (Luwazi Elsebo) Tier 1
Cost: 2 Fame

Benefit: Increase the critical threshold (CT) of your starship by an amount equal to your current Reputation Tier with the Second Seekers (Luwazi Elsebo) faction.

Special: A starship can benefit from only one copy of this Starship boon at a time.


Ruthless Blackmail

(Social Boon)
Your allies can be called on to apply extreme pressure to your foes.
Prerequisites: Dataphiles Tier 3, Expert Blackmail
Cost: 3 Fame

Benefit: This Social Boon works exactly like Expert Blackmail, except you add 1d8 to your check rather than 1d4.


Scoured Flora

(Slotless Boon)
Those who followed Jadnura into the Scoured Stars and survived brought back a treasure trove of information. Along with these, they also brought back unique fauna and flora for the Society to study. Some of the plants brought back have proven to be particularly effective at healing.
Prerequisites: Second Seekers ( Jadnura): Tier 2
Cost: 2 Fame

Benefit: At the end of a session, you can harvest parts of your plant and use them as part of a medicinal concoction to heal 1 point of permanent ability damage, though you can use this ability healing only on yourself.

Alternatively, you can use a part harvested from this plan to increase the effective caster level of any one spell cast by an ally or purchased as a service at the end of the session by 2 without increasing the cost of the spell. The spell receiving this benefit must restore hit points, remove ability damage, or remove an affliction (such as a curse or disease). This caster level increase does not stack with other effects that increase the spell’s effective caster level. You can use this secondary effect on a spell purchased by an ally.


Scoured Stars Veteran

(Social Boon)
Whether you were trapped in the Scoured Stars along with Jadnura or were a supporter before the incident, many members of the Society recognize your sacrifice and the hardships you
endured.
Prerequisites: Second Seekers ( Jadnura): Tier 1
Cost: 2 Fame

Benefit: You can reduce the Fame cost of any service available from the Basic Purchasing Plan boon by 1 Fame, to a minimum of 1 Fame. For services that normally cost 1 Fame, you can increase the effective caster level of the service by 4. You can also pay the full Fame cost for other services to increase the effective caster level by 4. Allies in your party can benefit from the increased caster level when making purchases for themselves, but cannot benefit from the Fame discount option of this boon.


Scrappy Little Ship

(Starship Boon)
Followers of Luwazi Elsebo know they are part of the last chance to keep the Starfinder Society alive. As starship battles rage across the galaxy, you need to survive for the Society to do the same.
Prerequisites: Second Seekers (Luwazi Elsebo) Tier 3
Cost: 3 Fame

Benefit: When your starship suffers critical damage that results in a glitching system, you can temporarily increase your AC or TL by 1. This bonus lasts until the critical damage is fixed, or until the end of the starship combat. This bonus occurs only as a result of damage (not as a result of effects like EMP weapons). A subsequent critical damage effect that results in a malfunctioning system allows you to increase this temporary bonus to +2. Wrecked systems do not provide any bonus beyond that gained
from a malfunctioning system.

Special: A starship can benefit from only one copy of this Starship boon at a time.


Seeker of Knowledge (Ehu)

(Slotless Boon)
Much like former First Seeker Jadnura, Ehu Hadif is renowned for his meticulous nature in examining the reports of field agents. He actively encourages agents to research prior missions to see what they can learn for future assignments.
Prerequisites: Second Seekers (Ehu Hadif): Tier 1–4
Cost: 0 Fame

Benefit: You can use this boon once for every Reputation Tier you possess with the Second Seekers (Ehu Hadif) faction. Each time you use this boon, you can replay one scenario you’ve previously played as though that scenario had the repeatable scenario tag. This allows you to earn a Chronicle Sheet and all associated rewards with the scenario, though you cannot select a scenario you’ve already played with this character.

Special Note: You can only benefit from this boon once, regardless of which Second Seeker faction you are part of.


Seeker of Knowledge (Jadnura)

(Slotless Boon)
Jadnura was renowned for his meticulous nature in examining the reports of field agents. He instilled in his followers the same desire to understand past events.
Prerequisites: Second Seekers ( Jadnura): Tier 1–4
Cost: 0 Fame

Benefit: You can use this boon once for every Reputation Tier you possess with the Second Seekers ( Jadnura) faction. Each time you use this boon, you can replay one scenario you’ve previously played as though that scenario had the repeatable scenario tag. This allows you to earn a Chronicle Sheet and all associated rewards with the scenario, though you cannot select a scenario you’ve already played with this character.

Special Note: You can only benefit from this boon once, regardless of which Second Seeker faction you are part of.


Sellback Plan

(Slotless Boon)
As your reputation within the Starfinder Society grows, you can return acquired benefits.
Prerequisites: All Factions Tier 1
Cost: None (see below)

Benefit: You can return previously purchased boons with a Fame cost that is less than or equal to your current Reputation Tier in All Factions as long as the boon is neither a limited-use nor a slotless boon. You immediately gain an amount of Fame equal to the total Fame cost of the boon traded in.

Special: You can utilize this boon multiple times, but you can sell only one boon this way between scenarios and cannot sell boons during the course of play.


Shameless Sponsorship

(Social Boon)
Your armor’s almost out of space to display sponsorship logos.
Prerequisites: Acquisitives Tier 3, Sponsorship
Cost: 3 Fame

Benefit: By slotting this boon, you gain two additional Promotional boon slots. This allows you to slot up to three Promotional boons as long as you meet all the prerequisites for those boons, such as having the appropriate product or having earned the necessary volunteer recognition. You cannot slot the same Promotional boon multiple times, nor can you slot two or more Promotional boons that offer the same effect (such as two boons that both provide rerolls).

Normal: Characters have only one Promotional boon slot.


Skillful Sales

(Slotless Boon; Limited-Use)
Through your connections, you have discovered a way of getting the best deals when selling equipment.
Prerequisites: Acquisitives Tier 2
Cost: 2 Fame (see below)

Benefit: At the end of a scenario, you can spend 2 Fame to increase the sale value of any number of pieces of equipment you sell from 10% of their price to 20% of their price. You must sell the equipment immediately, and the list of equipment thus sold must be noted on the Chronicle Sheet. If you sell equipment later, you gain 10% of the equipment’s price (as normal) unless you purchase this boon (and pay the required Fame) again.

Special: You can purchase this boon multiple times (though only once per scenario).


Society Shepherd

(Slotless Boon)
You work to rebuild the Starfinder Society from the brink of disaster by recruiting new agents.
Prerequisites: Second Seekers (Luwazi Elsebo) Tier 1
Cost: 0 Fame (see below)

Benefit: If you brought a new player—a player without a Starfinder Society character or playing their first Starfinder Society session—you earn 1 additional Fame and 1 additional Reputation with the Second Seekers (Luwazi Elsebo) faction.

Special: You can benefit from this boon only a number of times equal to your current Reputation Tier with the Second Seekers (Luwazi Elsebo) faction. Each time you fulfill the requirements of this boon, mark it on your Chronicle Sheet along with the associated Reputation Tier. The player you bring does not have to play at the same table as you.


Sponsorship

(Social Boon)
The Acquisitives have connected you with an organization interested in using you to promote its logos and merchandise.
Prerequisites: Acquisitives Tier 2
Cost: 2 Fame

Benefit: By slotting this boon, you gain an additional Promotional boon slot. This allows you to slot up to two Promotional boons as long as you meet all the prerequisites for those boons, such as possessing the appropriate product or having earned the necessary volunteer recognition. You cannot slot the same Promotional boon multiple times, nor can you slot two Promotional boons that offer the same effect (such as two boons that both provide rerolls).

Normal: Characters have only one Promotional boon slot.


Starship Towing

(Slotless Boon; Limited-Use)
The Starfinder Society has connections with multiple organizations that own starships. You can call in those favors when your own starship endeavors have not worked out as well as you’d hoped.
Prerequisites: All Factions Tier 0
Cost: 5 Fame

Benefit: You can purchase this boon when your starship has been reduced to 0 Hull Points during a starship combat encounter. When you do so, a recovery team arrives to recover you and your party members before the enemy can finish you off. It is assumed that you and your group manage to somehow make your way to the next encounter in the scenario if there is one. This boon does not count the starship combat encounter as being completed, so it is still possible to miss out on rewards from the encounter.

Normal: The destruction of a starship can lead to severe repercussions, as detailed in individual scenarios.

Special: Multiple PCs can contribute Fame to purchase this boon. You can purchase this boon multiple times.


Studious Researcher

(Slotless Boon; Limited-Use)
During his time as First Seeker, Ehu learned to form strong connections with skilled individuals both within and outside the Society’s membership. As you’ve earned Ehu’s respect, the First Seeker (or his closest allies) have put you in touch with trainers suited to your specific personal goals and who look out for your long-term interests.
Prerequisites: Second Seekers (Ehu Hadif): Tier 3
Cost: 1 Fame

Benefit: When this boon is slotted, you have an allied researcher who is available for you in the aftermath of important missions. If, during the course of an adventure, your party fails a Computers, Engineering, Life Science, Mysticism, or Physical Science skill check tried to a secondary objective, you can choose to have your researcher make one additional attempt at that skill check at the end of the adventure. This can only be performed on tasks that could logically be performed after the session (such as hacking a
computer or researching a topic with information provided).

The researcher has a bonus equal to your current level +5 for the associated skill check and can benefit from no additional modifiers. If the researcher succeeds at this check, then you and and your party succeed at that portion of the objective.


Team Spirit

(Slotless Boon)
You are an expert at using your resources in order to help out other Starfinders.
Prerequisites: Second Seekers (Luwazi Elsebo) Tier 2
Cost: 1 Fame

Benefit: When you or another character is killed during an adventure in which you participated, reduce the Fame cost of the raise dead spellcasting service by 2. This boon is not expended when used.

Special: A dead character can benefit from only one copy of this boon at a time, to a maximum discount of 2 Fame.


Theoretical Historian

(Slotless Boon)
You use some of your time to replay past encounters with different parameters, hoping to devise improved tactics for future use.
Prerequisites: Exo-Guardians Tier 1
Cost: 0 Fame (see below)

Benefit: If you run a scenario as a GM that you have already run as a GM, you can take a Chronicle Sheet from that scenario and apply it to this character. Cross out all information on the Chronicle Sheet and mark it as “Theoretical Historian Reward.” This Chronicle Sheet provides no rewards (such as XP, credits, or boons), except you can mark the Chronicle Sheet as being completed as part of this boon and earn 1 additional Reputation with the Exo-Guardians Faction for your associated character. The marked Chronicle Sheet is strictly meant as a record to track the additional Reputation. It does not prevent the associated character from playing in that scenario, assuming the character is eligible to play that scenario, as the rules on replaying adventures.

Special: You can benefit from this boon only a number of times equal to your current Reputation Tier with the Exo-Guardians faction (to a maximum of four total times at Reputation Tier 4). Each time you fulfill the requirements of this boon, mark it on your Chronicle Sheet along with the associated Reputation Tier.


Tools for the Job

(Slotless Boon; Limited-Use)
The Exo-Guardians have contacts throughout numerous corporations, factories, and forges throughout the Pact Worlds. You can leverage this association for access to better equipment.
Prerequisites: Exo-Guardians Tier 2
Cost: 2 Fame (see below)

Benefit: At the end of a scenario, you can spend 2 Fame to treat the effective item level of a single piece of armor or weapon as 1 lower for the purpose of determining what you can purchase. This allows you to purchase armor or a weapon from the Starfinder Core Rulebook whose level is equal to your character level + 2, or equipment from other sanctioned sources whose item level is equal to your character level + 1.

This boon does not affect the available item level of items found on Chronicle Sheets.

Normal: You can normally purchase only equipment from the Starfinder Core Rulebook whose item level equal to your character level + 1, or equipment from other sanctioned sources whose level equal to your character level.

Special: You can purchase this boon multiple times. Its effects do not stack; each purchase instead applies to a different piece of equipment.


U-Z

Uniter

(Social Boon)
Your dedication to the First Seeker is renowned throughout all factions in the Starfinder Society. Other Starfinders consider you an upstanding role model.
Prerequisites: Second Seekers (Luwazi Elsebo) Tier 3
Cost: 5 Fame

Benefit: When this boon is slotted, you treat your effective Reputation Tier for any faction for which you have earned Reputation Tier 1 as though you were Reputation Tier 2. This affects that any boons that scale off Reputation Tier as long as your unaltered Reputation Tier for those factions is 1. At the end of any scenario in which you have this boon slotted, you can purchase Tier 2 rewards from those factions. These rewards can be slotted or used only if you have this boon slotted, or if your Reputation Tier for that faction rises to 2 through natural reputation gain.


Untarnished Reputation

(Slotless Boon; Limited-Use)
Your reputation within the Starfinder Society is rarely called into question. When it is, you have people willing to help you avoid unnecessary repercussions.
Prerequisites: All Factions Tier 3 or Exo-Guardians Tier 2
Cost: 1 Fame

Benefit: You can purchase this boon to remove a single point of Infamy that you have accrued.

Normal: Reducing Infamy typically costs multiple Fame.

Special: You can purchase this boon only once, even if you qualify for it from multiple factions.


Worldwide Explorer

(Slotless Boon)
You earn additional experience by traveling outside your typical comfort zone.
Prerequisites: Wayfinders Tier 1
Cost: 0 Fame (see below)

Benefit: If you complete a scenario in a region with a different regional venture-coordinator than your home region, you earn 1 additional Fame and 1 additional Reputation with the Wayfinders faction. For more information on the regions overseen by regional venture-coordinators, see the Organized Play Foundation list.

Special: You can benefit from this boon only a number of times equal to your current Reputation Tier with the Wayfinders faction. Each time you fulfill the requirements of this boon, mark it on your Chronicle Sheet along with the associated Reputation Tier. Have the GM sign beside this notation. Online does not count as a region for the purposes of this boon (instead, see Digital Presence.)

CAPSTONE BOONS

In addition to the boons presented above, each faction has access to a unique Reputation Tier 4 boon that grants a truly special benefit. Characters who reach Tier 4 reputation with the society as a whole also have access to a unique boon representing their influence within that society.

Special: A character can purchase only a single capstone boon during his or her career. A new character receiving the benefits of a capstone boon can only ever benefit from one capstone boon (though he can still purchase a capstone boon when he qualifies).

A new character who benefits from any of the following capstone boon effects does not have to meet the prerequisites listed in the boon.

Alien Allies

(Slotless Boon)
Your work in championing the Wayfinders’ cause introduced a new variety of aliens into the Starfinder Society.
Prerequisites: Wayfinders Tier 4
Cost: 4 Fame

Benefit: When you select this boon, it does not apply to your current character. Instead, select one of your Starfinder Society characters with 0 XP. That character can select a new playable race without needing to expend the Personal boon slot. That character cannot slot a different race boon into the Personal boon slot, but can slot another type of Personal boon.

Over the course of time, the Wayfinders encountered the ghibrani people and introduced them to the Society. You can play a husk or membrane ghibrani as detailed in Starfinder Adventure Path #5: The Thirteenth Gate. You do not need to own this additional resource and can play your character based on the racial traits provided below

Ghibrani Racial Traits

Ability Adjustments: See Subspecies below.
Hit Points: 4
Size and Type: Ghibranis are Medium humanoids with the ghibrani subtype.
Affable: Ghibranis receive a +2 racial bonus to Diplomacy skill checks.
Ghibrani Movement: All ghibranis have a land speed of 30 feet. Husk ghibranis have a climb speed of 20 feet, while membranes have an extraordinary fly speed of 20 feet with average maneuverability.
Distracting Buzz: As a standard action, a membrane ghibrani can vibrate her wings fast enough to produce
an almost imperceptible hum. All creatures within 15 feet of the membrane ghibrani that hear this buzz must attempt a Will saving throw (DC = 10 + half the ghibrani’s character level or CR + her Wisdom modifier) or gain the off-target condition for 1 round. This is a mind-affecting, sense-dependent ability. The membrane ghibrani can’t use her wings to fly in the same round in which she uses this ability.
Low-Light Vision: Ghibranis can see twice as far as humans in conditions of dim light.
Sturdy: Husk ghibranis receive a +2 racial bonus to KAC against attempts to bull rush or reposition them. Subspecies: Ghibranis belong to one of two subspecies: husk or membrane. All ghibranis start with +2 Wisdom at character creation. Husk ghibranis are more hardy (+2 Constitution) but less imaginative (–2 Intelligence). Membrane ghibranis are more nimble (+2 Dexterity) but weaker (–2 Strength).


Balanced Nepotism

(Slotless Boon)
Your reputation allows you to grant Social boons to new Starfinders.
Prerequisites: Acquisitives Tier 4
Cost: 4 Fame

Benefit: When you select this boon, it does not apply to your current character. Instead, select one of your Starfinder Society characters with 0 XP. That character immediately gains 10 Reputation with a faction of your choosing.


Grand Achievement

(Slotless Boon)
One of Ehu Hadif’s primary goals as First Seeker is to set the Society up for a time of new discoveries. Your efforts in serving Ehu Hadif’s goal have likely led to you making a grand discovery of some kind, canonizing you in the annals of the Starfinder Chronicles. New Starfinders look to your diligence and retrace their own missions, going back to try to salvage anything they may have missed.
Prerequisites: Second Seekers (Ehu Hadif) Tier 4
Cost: 4 Fame

Benefit: When you select this boon, it does not apply to your current character. Instead, select one of your Starfinder Society characters with 0 XP. At the end of an adventure, if that character failed to discover any items or credit rewards, they can return to the site of the mission to explore. That character can select one item or credit reward that the GM would cross off their Chronicle sheet as a result of not finding them, and instead count as receiving access to that item or earning the missed credits.


Information Sharing

(Slotless Boon)
You can pass on the contacts and knowledge you’ve learned to a new generation.
Prerequisites: Dataphiles Tier 4
Cost: 4 Fame

Benefit: When you select this boon, it does not apply to your current character. Instead, select one of your Starfinder Society characters with 0 XP. That character gains access to one boon your current character has. The selected boon must be from a Chronicle Sheet played from Tier 1–4 or Tier 3–6, or a boon with the Vanity tag. Alternatively, you can share any boon you’ve previously purchased that has a Reputation Tier requirement of 2 or less.

Mark of Leadership

(Slotless Boon)
The actions of First Seeker Jadnura unified the Society in a way that had never happened since its foundation. While the Scoured Stars investigation led to a tragic loss, Jadnura’s ability to direct the Society is a testament to him and those who follow in his footsteps. You’ve garnered enough of a reputation that those you mark as promising new agents find themselves with an abundance of allies.
Prerequisites: Second Seekers ( Jadnura) Tier 4
Cost: 4 Fame

Benefit: When you select this boon, it does not apply to your current character. Instead, select one of your Starfinder Society characters with 0 XP. At the start of any session, that character can select one of their Personal, Promotional, Social, or Starship boon slots and temporarily treat it as an Ally boon slot for the purpose of slotting boons. A character cannot slot multiples of the same boon into these slots, and cannot slot an ally boon that has matches the prerequisite of an already slotted boon For example, you cannot slot both an Elite Hireling and Professional Hireling with this ability, though you could slot a Digital Imp and a Professional Hireling.


Rising Star

(Slotless Boon)
Your work in rebuilding the Starfinder Society is known throughout the galaxy.
Prerequisites: Second Seeker (Luwazi Elsebo) Tier 4
Cost: 4 Fame

Benefit: When you select this boon, it does not apply to your current character. Instead, select one of your Starfinder Society characters with 0 XP. That character begins play with 5 Fame to spend on purchases and no longer pays additional Fame for purchases in Near Space, and pays only 3 additional Fame for purchases made in the Vast (instead of 5). That character gains an additional 5 Fame once they reach 20 Reputation with any one faction.


Starfinder of Note

(Slotless Boon)
Your exploits inspire others to follow you.
Prerequisites: Any Faction Tier 4
Cost: 4 Fame

Benefit: You are in contention for a leadership role in the Starfinder Society. Once you purchase this capstone boon, you are encouraged to send an e-mail to organizedplay at paizo.com with a subject line of “Starfinder of Note.” Include your character’s race, class, name, character number, and a description of 75 words or less in the body of the e-mail. That character is entered into a drawing to become a future in-world venture captain, member of the Forum, or even the First Seeker.

Starship Schematic

(Slotless Boon)
You pass on the contacts and knowledge you’ve learned to a new generation.
Prerequisites: Exo-Guardians Tier 4
Cost: 4 Fame

Benefit: When you select this boon, it does not apply to your current character. Instead, select one of your Starfinder Society characters with 0 XP. That character gains access to a new base starship. The character can select this unique starship by slotting this boon in the Starship boon slot. All variants of this unique design, the Gorgon class, are detailed on the Starships page of the guide.

Retired Rewards

Season Boon


Throughout the course of the first season of the Starfinder Society (Starfinder Society Scenarios #1–01 to #1–39), players had the chance to collect several unique boons relating to the primary storyline associated with the season. These boons, titled “Journey to the Scoured Stars: Segments 1–8,” each contributed to a single cumulative boon associated with Season 1. Any player can purchase this boon if they meet the prerequisites listed below. A player’s possession of Journey to the Scoured Stars segment boons can be across multiple PCs, but a specific numbered segment counts only once toward the player’s total number of segment boons.

Year of the Scoured Stars (Slotless Boon)

Whether through your direct accomplishments or the actions of allied Starfinders, you’ve made serious headway against or completely triumphed over the threat of the Scoured Stars. The Society remembers the deeds of the noble Starfinders who battled against the jinsul threat and the discovered the mysteries of the Scoured Stars, and many other Starfinders benefit from the actions of these brave veteran agents.

Prerequisites: All Factions Tier 3; at least four of the Journey to the Scoured Stars segment boons

Cost: 8 Fame (24 on subsequent purchases)

Benefit: When you select this boon for a character, pick one of the following to apply to your character immediately:

  • You gain 1 extra Resolve Point. If you’ve collected all eight segments, then this increases to 2 Resolve Points.
  • You gain 1 extra Hit Point for every character level you have. If you have collected all eight segments, then this increases to 2 Hit Points for every level you have.
  • You can select a single saving throw (Fortitude, Reflex, or Will) and increase your bonus to that save by 1. If you have collected six or seven segments, then you can select one of the remaining two saves to increase, and if you’ve collected all eight segments, then you instead increase all your saves by 1.
  • If you’ve collected all eight segments, then you can increase one of your ability scores that is currently 16 or lower by 2.


Special: When you first apply this boon to a character, it costs 8 Fame. You can apply this boon only once to a given character. Subsequent purchases of this boon for different characters cost 24 Fame.

Game Masters

Game Master Basics

Running Starfinder Society games is similar to running a home campaign with a few house rules established by campaign leadership. In addition to GM Basics, be sure to familiarize yourself with the contents of Welcome to Starfinder Society, Community Standards and Expectations, and Player Basics. You need to know what players know, what their expectations are, and how their characters are created, played, and advanced.

What Is A GM?

A Game Master (GM) is the person who presents the story, adjudicates the rules, and establishes the parameters of the player’s exploration. A GM’s duty is to provide a fair and fun game for all involved, including themselves. In the Starfinder Society, a GM has a few other duties, listed in Your Duties as a Game Master below.

Who Can Be A Game Master?

Anyone with a valid Organized Play ID can run Starfinder Society adventures. As local Starfinder Society groups and the campaign as a whole benefit as the pool of Game Masters increases, the venture-officer network provides support and guidance for any who want to GM.

Your Duties As Game Master

As a Starfinder Society GM, you have the following duties:

  • Communicate with your local event coordinator.
  • Prepare an adventure to offer to players, including gathering the necessary supplies such as maps, miniatures, and reference materials.
  • Provide a welcoming environment for players.
  • Deliver session results to the player via established recording mechanisms.
  • Report the results of the game.

 

Where Can I Buy Adventures?

Paizo produces two categories of adventures, available for purchase at paizo.com.

Starfinder Society adventures, including quests and scenarios, generally release during the last week of each month. Current production rates include two new scenarios monthly, with additional Society content released periodically throughout the year. These adventures are written expressly for use in the Starfinder Society campaign.

Starfinder Adventures, including Adventure Paths, Modules, and Stand-alone adventures, are produced monthly. These adventures are often sanctioned for use in the Starfinder Society campaign. Information on how to incorporate them into your Society experience is found on each product’s description page at paizo.com. (See Additional Adventures for more about these products.)

Before the Adventure

 

Reviewing Chronicles

If time permits, GMs and Event Coordinators should spend a few minutes reviewing players’ Chronicles at the start of an event slot. These reviews can happen for a variety of reasons. For example, GMs might need to check the Adventure Summary section to learn what a character did in a previous adventure, and GMs and Coordinators can review Chronicles to ensure that they are filled out correctly. These reviews can help ensure that players understand the rules of Pathfinder and the Pathfinder Society Campaign, as well as catch the errors that naturally crop up in the course of play. (See Dealing with Chronicle Errors for more on this.)

Average Party Level

In a typical home game, the PCs would all be the same level and face challenges tailored to their level. In an organized play environment, though, there needs to be more flexibility to make it easier for players whose characters are of different levels to participate in the same adventure.

Each scenario or quest will list the levels of characters able to play in it, as well one or more level ranges within the adventure. If an adventure has more than 2 level ranges each table must choose 2 adjacent level ranges for that adventure. Only Characters of a level that falls within those two level ranges can play in that adventure at that table.

GMs should adjust the scenario before play begins, following the steps below.

Determining Average Party Level

In order to determine which level range a mixed-level group of PCs must play in, calculate the group’s Average Party Level (APL).

APL = (sum of character levels)/(number of characters)

Divide the total number of character levels by the number of characters in the party, rounding to the nearest whole number (this is an exception to the usual ‘round down’ rule). If the result of the Average Party Level calculation ends with 0.5, the players should decide whether to round up or down.

Adjusting the Adventure

Level Range: Nearly all encounters list two different sets of creature statistics, one for each of the two level ranges the adventure is designed for. The adventure often also refers to important skill checks and saving throws in room descriptions or during events, listing one DC for the lower level range and one for the higher level range. In each of these cases, use the numbers, creatures, and other information listed for the selected level range.

Scaling: Within a level range, the scenario will also contain instructions for adjusting the difficulty of the scenario based on the number of PCs. These scaling instructions are generally found in “scaling sidebars” but might also be in the text of the room description or encounter.

During the Adventure

Table Variation

A goal of the Starfinder Society program is to provide a fun, engaging, consistent experience at all tables. GMs should run Starfinder Society adventures as written, which means:

  • No change to major plot points and interactions
  • No addition or subtraction to the number of monsters other than scaling directed by the scenario
  • No changes to armor, feats, items, skills, spells, statistics, traits, or weapons.
  • No alteration of mechanics of player characters,
  • No banning of legal character options


Beyond the above, GMs are encouraged to make choices which would result in the most enjoyable play experience for everyone at the table and that emphasize PCs are the heroes of the story. Some examples of GM discretion include the following.

  • Creatures tactics that have been invalidated by the player actions.
  • Unclear rules, or situations or player actions not covered by the rules.
  • Terrain or environmental conditions described by the scenario, but not given mechanics. (If the mechanics are included, however, they cannot be altered.)
  • Reactions of NPCs to good roleplaying, and the effect that has on the outcome of the encounter.
  • Alternate or creative skills used to bypass or overcome traps, haunts, and skill checks. (Although the DCs and results of the check are part of the mechanics and should not be changed.)
  • Aspects of the scenario’s description and story as appropriate for the players at the table as described in the section Running the Game (Core Rulebook page 392).
  • Changes required to comply with the Acceptable Content provision of Community Standards.
  • Creative solutions presented by players in overcoming obstacles.
  • Moving plot points missed by players to encounterable areas (this does not include moving missed treasure bundles).


More details on each of these can be found under Table Variation.

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 Starfinder Society forums where Venture-Officers, members of Paizo’s organized play team, or fellow GMs can help you resolve it.

Ethical Infractions and Infamy

Players are responsible for their characters’ choices and are subject to consequences resulting from those choices actions. In game actions earn characters Infamy, while code of conduct violations earn players table sanctions.

Below we list some common issues, which are covered more under Table Variation:

  • A player’s perception of what their character would do versus the experience of other players at the table.
  • Deity or class anathemas and edicts as they interact with Starfinder Society missions.
  • Class opposition such as a paladin and a necromancer on the same mission team.
  • Characters perform evil or criminal acts.

 

After the Adventure

Fame

Adventures in Seasons 1-3 granted Fame as a spendable and trackable currency. As of Season 4, adventures no longer award Fame and the boons purchased by Fame are being transferred to online rewards such as Achievement Points and Game Rewards. More information is available on the Boons tab of your My Organized Play page.

Reputation

Each adventure lists how much reputation to award. Typically Scenarios will award 1 Reputation for accomplishing the mission you were sent on and 1 more for going above and beyond expectations (for a total of 2 Reputation gained.) Scenarios with the Faction tag will often reward an additional 1 Reputation with the highlighted Faction for completing the factions goals.

Sanctioned Adventures have variable Reputation rewards called out in the sanctioning documentation.

Treasure

Treasure Access: GMs should cross off the high level range items on the chronicle sheet if the party did not play in high level range.

Credits earned: Each chronicle lists the "Max Credits" a scenario grants if the PCs complete all encounters and find all the treasure. PCs playing in their level range receive the amount listed for that level range. PCs playing outside their level range receive the amount listed for "Out of level range".

Filling Out a Chronicle


Sample Chronicle Image

FILLING OUT A CHRONICLE SHEET
The required sections of a Chronicle Sheet are listed below. GMs must address each section before players leave the table, either by completing themselves or asking the players to fill in the appropriate information. Players can fill out other items between sessions. Refer to the sample Chronicle Sheet for the locations of specific elements.

(A.) Adventure Name/Number: Preprinted on the form.
(B.) Character Name: Name of the hero who took part in this adventure.
(C.) Character Number:* Unique Identifier for the character who took part in the adventure, including players Organized Play ID and the Character number.
(D.) Partner Code: A unique code that identifies the Chronicle. May be used by third-parties to reference the Chronicle.
(E.) Adv Summary: This might contain checkboxes to help remind you which choices you made during the adventure.
(F.) Pointer to AcP: Pointer to where to find AcP totals on the Paizo Web Page.
(G.) Treasure Access: Uncommon or high level items found during the adventure.
(H.) Variable quantities:* Quantities that depend on character’s level or successes during the adventure, such as credits earned, reputation, etc.
(I.) Event Name*: Name given to the event on Paizo.com. This is used to resolve issues that can occur when an event number is incorrect or illegible.
(J.) Event Number*: Unique Identifier provided by the event organizer indicating what event the game occurred at.
(K.) Date*: Date the adventure completed
(L.) GM Number*: The GMs Organized Play ID

Additional Adventures

Sanctioned Adventures

In addition to the adventures written for Starfinder Society, several of the other adventures Paizo produces have been sanctioned for society play. All of these are published for a wider audience than the Starfinder Society campaign, so such adventures often include a short, downloadable sanctioning document that details any special considerations for running the adventure for organized play, as well as Chronicle Sheets for the individual volumes.

  • Starfinder Adventure Paths: Multi-volume campaigns representing dozens of game sessions to complete. Many Adventure Paths are sanctioned for use in the Starfinder Society campaign.
  • Starfinder Adventures: Stand-alone adventure books that take one or more sessions to complete. Many Adventures are sanctioned for use in the Starfinder Society campaign.

Modes of Play

The society rules for play are customized to work with Starfinder Quests and Scenarios, and are not necessarily applicable to other sanctioned adventures. As such, SFS has 2 different modes for play:
Society Mode is used for SFS Scenarios and Quests, and adheres to all the rules published in this guide. Society mode is governed by the Run as Written provisions in Game Master Basics.

Adventure Mode is used for adventures not published for society play, and allows the GM more freedom to adapt those adventures, including running the adventure in Starfinder using GM house rules, and the ability to alter encounters and statistics found in the adventure.

Character Types

Most Starfinder Society Scenarios and Quests require the use of a SFS character or SFS sanctioned Pregen. However some come with separate sets of pregens. Most Adventure Mode sanctioned products can be played with any character, however some have pregens, and players are encouraged to play those characters for an optimal experience.

Starfinder Society Characters must be built using the rules in the Character Creation Appendix, starting at level 1, and played from there. (Some boons allow characters to start at higher levels.) Any adventure that can be played with a SFS character can also be played with a SFS Sanctioned Pregen.

Story Pregens are characters released with an adventure, and often contain ties to the adventure's backstory.

Champaign Characters are characters that are designed according to the GM's House Rules.

Table: Ruleset / Characters by product

RulesetSFS Characters OnlyStory Pregens RequiredStory Pregens Recommended*Campaign Characters
Society Mode Scenario, Quest - - -
Adventure Mode - Free RPG DayOne ShotAdventure, Adventure Path


* GMs who chose to use Campaign Characters instead should work with their players to tie the characters into the backstory to provide the same level of experience.

Sanctioning Documents

Each Sanctioned Adventure comes with a freely downloadable Sanctioning Document located on the product’s description page on paizo.com. This document contains the rules for running that adventure, as well as Chronicles Sheets rewarded for completion. GMs should read the sanctioning document carefully, as it may modify the Adventures rewards. Unlike Starfinder Society adventures, Chronicles for Sanctioned Adventures are assigned at the completion of the adventure.





GM Rewards

In Starfinder Society, we reward GMs for volunteering their time to run events. Any GM who runs a scenario can assign a Chronicle Sheet for that scenario to one of her own characters, earning full credit. GMs also receive additional rewards based on the number of scenarios they have run and reported

GM Credit

When you choose to take a Chronicle Sheet for GM credit, you must assign it to one of your characters when you fill out the tracking sheet for that table.

GMs earn the following: 1 XP for the scenario, 100% of the maximum credits for the appropriate level range for the GM’s character (see below), 2 Reputation for any one faction, any additional Reputation given out as part of the scenario. For sanctioned Adventure Paths, full credit is 3 XP and 5 Reputation.

The GM can select any special boons bestowed by a Chronicle Sheet, as long as their selections could have been earned by a player. The GM is not limited to the results of the players at any particular table; however, they must select boons which could be valid to earn during a single play of the adventure. Boons for specific faction members may only be selected if the character that is receiving credit also receives Reputation for that faction. The GM’s character receives Downtime upon applying the Chronicle Sheet.

A GM's character receives credit for the level range they are in when the chronicle is applied, regardless of the level at which the GM ran the adventure.

Aside from these stipulations, this is otherwise treated as if the scenario had been played with a pre generated character with a level equal to the Minimum Level of the scenario.

GM Novas

The Starfinder Society offers a GM ranking system. This system uses novas to denote the activity and experience of a given GM. The novas are visible on your organized play ID card. You can earn up to four novas for running a certain number of reported games, as follows:

Total sessions run & reportedNovas earned
10 sessions1 Nova
30 sessions2 Novas
60 sessions3 Novas
100 sessions4 Novas


A GM must accomplish the following baseline achievements to qualify for their fifth nova:

  • Report 150 sessions as GM.
  • Run 50 different adventures.
  • Run 10 or more scenarios featuring the Exclusive tag.
  • Complete 3 observation games in the presence of a venture-captain, a regional venture-coordinator, or a member of the Paizo Organized Play staff (see below for rubric).


To fully experience the benefits of peer review and feedback, we recommend the following observation schedule:

  • 0–10 Games: You’re getting your feet wet. Thanks for GMing!
  • 11–49 Games: Use the rubric to get a feel for organized play best practices. Consider having a fellow GM sit at your table and give feedback.
  • 50–99 Games: Ask any venture-officers at your tables to do a rubric evaluation to give feedback as if it were an evaluation game.
  • 100+ Games: Ask a qualifying observer to complete a formal evaluation.


All GMs receive the following rewards based on the number of GM novas that they have earned:

  • For each nova earned, GMs can apply a +1 bonus to all rerolls gained via boons .
  • For each nova earned, GMs can replay one scenario once.
  • GMs with 4 or 5 Novas may be able to run exclusive or limited release content.


Replay Credits: As a GM earns GM novas, she gains a limited ability to replay adventures. Note on the Chronicle Sheet that you are using one of these limited replay opportunities (for example, “GM Nova Replay #3”). Players may also earn replay credits from boons. When using a replay credit, you may earn no more than one bonus Chronicle Sheet per adventure.

Organized Play Rubric

Aspect Does Not Meet Expectations Meets Expectations Exceeds Expectations
The GM’s preparation allowed for smooth game flow.The GM had to check on information repeatedly throughout the session, and/or took long pauses to figure out what happens next.The GM had to check on things throughout, but the game did not experience extensive delays.The GM was able to keep the flow of the game consistent, and the GM dealt with unforeseen challenges by exercising skilled time management.
The GM had a solid understanding of the rules to the gameThe GM has basic rules knowledge, but frequent breaks or questions impacted the flow of the game. GM did not know the majority of the rules. GM defaulted to arbitrary ad hoc rulings. GM confused rules between game systems consistantly. GM did not allow players to question GM rulings made at the table.The GM had average rules knowledge, and questions did not impact the flow of the game. GM knew the most common rules of the game well and and GM did not have confusion between game systems. GM allowed players to question GM rulings and resolved questions in a professional manner.The GM had solid rules knowledge, and kept the game flowing while handling questions. GM acknowledged when a rule is unclear or when the GM made a mistake. GM did not have confusion between game systems. If a rules challenge arose, the GM handled it fairly and consistently.
The GM took efforts to make the game distinct and interesting.The GM made little attempt at tying in setting, NPCs, or imagery to convey an imaginative setting. GM did not provide opportunities for players to engage with the storyline.The GM made a reasonable effort to make the game distinct in at least one meaningful way, such as deeply roleplaying the NPCs, using setting specific terms and lore to increase immersion, or using words with imagery to describe the environment, situations.The GM put in an excellent effort to make the game distinct, using multiple techniques off the “meets expectation” list.
GM presented the scenario as written.The GM followed the gist of the storyline but adjusted content. The GM did not run encounters as written. The GM ran the wrong sub-tier encounters.The GM ran the adventure as written. The GM did not allow for creative solutions by the PC to resolve situations.The GM stayed true to the storyline while allowing for creative solutions and player interest.
The GM understood and applied the rules of the Organized Play Program.The GM was not familar with core organized play concepts. GM was unfamilar with the contents of the Guide.The GM was familiar with the majority of organized play concepts and applies the rules of organized play consistantly. GM knows where to look up general guidelines in the Guide.The GM was markedly familiar with the majority of organized play concepts and applies the rules of organized play consistantely. GM knew where to find obscure corner case answers in the Guide.

Table Variation and Creative Solutions

While the goal of the Starfinder Society 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.

Scenarios are meant to be run as written, with no addition or subtraction to the number of creatures (unless indicated in the scenario), or changes to armor, feats, items, skills, spells, starships, statistics, 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.

As a Starfinder Society 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 Starfinder RPG source, errata document (for example, the FAQ and Errata), or official FAQ (for example, the SFS FAQ) on paizo.com. What it does mean is that only you can judge what is right for your table during cases that are not covered in these sources.

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 Starfinder 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 in-game encounters.

GMs may use other Starfinder 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, 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. GMs cannot ban legal character options at public events.

If an issue comes up repeatedly or causes a significant problem in one of your games, raise any questions or concerns on the Starfinder Society forums, and the campaign management staff 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 game.

Creative Solutions

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 a credits reward based on the gear collected from the defeated combatants, instead allow the PCs to find a credstick (or something similar) that gives them the same rewards. Additionally, if the PCs miss an NPC who carries a specific weapon 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.

The Starfinder Society 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.

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 crossfire and roasted alive by laser rifles, destroying both him and the important letter. Reveal that the letter survived by some freakish miracle (it was in a fireproof augmentation in his arm!) 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.

Ethical Infractions

Players are responsible for their characters’ actions. “That’s just what my character would do” is not a defense for behaving like a jerk.

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 the 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. 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.

Infamy: As Starfinder has no rules for magical atonement, alignment infractions are tracked by the application of Infamy. When a character expresses the intent to perform a wantonly evil or callously criminal action and you inform them that their action would be considered an evil action, if the character still persists in performing the action, you can apply a point of Infamy to the character. Because Starfinder Society characters cannot be evil, gaining Infamy does not mandate a change in the character’s alignment, but rather, represents a step towards becoming evil.

Beyond GM intervention, some scenarios and written products may present evil solutions to situations. These actions will be called out within the adventure text as being appropriate to give a character partaking in them a point of Infamy. Still, the GM is the final arbiter on what constitutes an alignment infraction and when Infamy is gained by a character at the table.

Every point of Infamy represents the PC’s reputation for performing evil actions. A character can have a maximum of 3 Infamy before that character must be retired; it is assumed characters with 3 points of Infamy become irrevocably evil and are no longer welcome to join standard Starfinder Society operations.

Effects of Infamy: A character can have an Infamy score between 0 and 3. Gained Infamy can be “bought off” by spending Fame (see the Basic Purchasing Plan boon on page ). The following summarizes the effects of Infamy based on the number of points accrued:

  • 0: No effect. The character is considered in excellent moral standing with the Starfinder Society.
  • 1: The character has earned a reputation for performing unseemly deeds. The character reduces the maximum item level of equipment he can purchase by 1. This typically means that the PC can purchase equipment from outside the Starfinder Core Rulebook with an item level equal to his level – 1, he can purchase only equipment from the Starfinder Core Rulebook equal to his level, and can purchase equipment listed on a Chronicle Sheet only if its level is at most 1 higher than his level.
  • 2: The character is renowned for her evil exploits in the name of the Starfinder Society. The character reduces the maximum item level of equipment he can purchase by 2. This typically means the PCs can purchase equipment from outside the Starfinder Core Rulebook with an item level equal to her level – 2, or purchase equipment listed in the Starfinder Core Rulebook equal to her level – 1. A PC with this level of Infamy can purchase equipment listed on her Chronicle Sheets only if its level is equal to or less than her level.
  • 3: The character has earned such a reputation that he is barred from participating in the Starfinder Society, unless he spends Fame to reduce his Infamy score at the end of the session. If the character lacks sufficient Fame to reduce his Infamy score by the end of the scenario, the character is permanently retired from play.


Major Infractions: Characters who become wantonly evil by performing vile actions deliberately and without motive or provocation are retired from the campaign when they reach 3 Infamy and cannot reduce the value by spending Fame. This measure is a last resort; players should endeavor to play their characters in ways that are within the constraints of acceptable alignments, even if their characters have gained some Infamy.

If a character is retired as defined above, you should escalate the report to the event coordinator, or the local venture-captain or regional venture-coordinator. If that venture-officer agrees 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.

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 regional venture-coordinator decides the character fits the criteria for being wantonly evil, she will then e-mail the Organized Play Manager to advise her of the situation, including the player’s name, organized play number, and e-mail address. A player must be advised of these actions and be provided with a chance to contact their RVC to present their side of the case.

Dealing with the Unexpected

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.

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.

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 credits needed to meet the full purchase price of the item, retrain any feats using the guidelines presented in the “Playtests and Errata” section of this document, or replace any prepared spells not legal for play. Check with your event coordinator or a venture-officer if you are unsure of how to fix a mistake.

Dealing with Death

Given the dangers characters face once they become Starfinders, 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 Starfinder Society, or to the Starfinder 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.

A dead character’s player receives a Chronicle Sheet for the adventure with no XP, Fame, Reputation, credits, or boons. The GM should report that character as dead when reporting the adventure and note the death on the character’s Chronicle Sheet.

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.

Dealing with out of game problems

Sometimes circumstances prevent a player from completing a scenario. Reasons include—but are not limited to—personal emergencies, device battery issues, venue problems, and bad timing. To mitigate the impact on the table, GMs can exercise their discretion by adjusting the scenario’s level range or Challenge Point Adjustment to accommodate the table’s new Challenge Point Total, bring in the pregenerated character that most closely resembles the lost PC, or postpone the game until all players are able to complete the scenario. In the event that a character sheet is no longer accessible due to a loss of battery power, the player can play the pregenerated character and apply the scenario’s rewards to their original character. In all cases where the GM applies one of the above remedies, rewards for all players are based on the lowest level range played during the scenario.

GMs should work with players who do not finish an adventure to receive their Chronicle Sheets. When filling out this chronicle the Player should receive 1 XP. They receive any reputation rewarded for the tasks the party has completed up to that point, as well as any credits earned to that point, and any items found that were listed on the chronicles.

Players receive partial credit for Adventures and Adventure Path volumes based on the amount of sanctioned material they completed. If they complete less than half of the adventure, they receive half of the adventure’s credits, XP, and Fame, and they gain full access to the items that they found during play. If they complete more than half of the adventure, they receive full credit for the adventure

In the (hopefully rare) case of a medical emergency (defined as a player needing immediate, unexpected, professional medical treatment) the chronicle should be filled out as if the player stayed for the rest of the game, receiving the same benefits as the rest of the table.  

Dealing with Distractions

No game table is completely free of distractions. However, if something (like an electronic device) creates an ongoing distraction, a GM can request that the player put it away or police their use of the device (such as not also using a tablet computer to play a video game). If the device continues to be a distraction, the GM has the right to ban that particular item for the duration of the game.

Cheating

Cheating is rare, and it can be a rather heated topic. If you suspect that a player is cheating, it’s always a good idea to take a step back and consider the possibility that they are instead making an honest mistake. Inaccurate numbers on a character or mistakes on a Chronicle are far more likely to be math errors than deliberate cheating. When you see these issues, keep an open mind and work with the player to resolve them. Other issues, such as lying about the results of a dice roll or the contents of their character sheet or breaking the rules even after being informed of what they are, are more clear-cut. If you believe the player to be cheating, record the organized play number of the player in question and then ask them to leave your table. Afterward, send an e-mail to the Pathfinder Society staff at organizedplay at paizo.com, including the player’s number and detailing as much as you can remember about the situation.

Starships

Starship Basics

Starship combat is an integral part of the Starfinder Roleplaying Game and characters should expect to participate in it from time to time. As explained earlier in this guide, certain scenarios have the Starship tag, indicating that the associated scenario includes one or more starship combat encounters. This appendix details all the guidelines and information necessary for players to participate in starship combat encounters, in addition to the rules presented in the Starfinder Core Rulebook.

Starship Combat Overview

The Starfinder RPG contains a robust system for starship creation and customization, which while intuitive for home campaigns, is difficult to manage in an organized play environment. As starships are essentially another character shared between a party, it would be extremely time consuming for a group of players to decide on exactly how to customize a starship prior to a scenario. To facilitate ease of play, the Starfinder Society provides characters with two common starship variants, accessible in any scenario involving starship combat.

Starship Choice: Starship choice occurs immediately prior to slotting boons for the scenario. During this period, the PCs can also decide on any Starship boons they wish to utilize (more on this further below). The party should come to an agreement on which starship will best suit their style of play, as well as the best starship for the specific mission. In the event that the party cannot come to a unanimous agreement on which ship to take, scenarios provide a suggested starship from those commonly available, which the GM can declare the party will use.

When choosing a starship, the PCs always receive the version of the ship with a tier equal to the highest level of their subtier. For example, a party selecting a starship for a Subtier 1–2 scenario would receive the tier 2 ship, while a party selecting a starship for a Subtier 5–6 scenario would receive a tier 6 ship.

Common Starships: The Drake and Pegasus models of starship are the most commonly employed ships in the modern Starfinder Society. Presented in this guide are Drake and Pegasus models for tiers 2, 4, 6, 8, 10 and 12; starships of higher tiers do exist, but they are provided within the associated scenario. Both the Drake and Pegasus ships presented in this document are always considered available to PCs, whereas the Gorgon is accessible only with the Starship Schematic boon, a Tier 4 Exo-Guardians faction reward.

New Starships: Throughout the course of a character’s career, he may come into possession of a new starship to use in the Starfinder Society Roleplaying Guild. Often, these starships will be a reward from an important scenario, gained from a promotional Chronicle sheet, or featured temporarily in an adventure. Unlike the common starships presented in this guide, new starships will have all the rules for using them in starship combat scenarios listed on their respective information sheets.

Drake (Transport Frame Variant)

When a problem can be solved through the liberal application of missiles, the Drake stands ready. This workhorse starship proves the Starfinder Society can bring impressive combat presence to a space battle. It sacrifices scanning capabilities and the built-in expansion bays of the Pegasus, making it less enticing to support landing parties or extended operations.

Pegasus (Explorer Frame Variant)

Of the two common starship types, the Pegasus emphasizes speed and provides a suite of supportive options. It is less armed than its counterpart, but it employs improved sensors and a host of ready expansion bays. This makes the Pegasus ideal for missions where starship support will be equally as valuable as combat capabilities.

Gorgon (Destroyer Frame Variant)*

The Gorgon represents a new class of starship pressed into service by the Exo-Guardians faction and intended to handle high-level threats. Unlike the Society’s other standard starship designs, the Gorgon sacrifices amenities and scientific equipment in exchange for raw firepower. These ships thrive in battle or situations where force of arms is more important than other considerations.

*Selecting this starship requires the Starship Schematic boon.
 

Starship Boon Slot

Following the selection of a starship, a character can select a boon for his Starship boon slot. This boon slot typically includes boons that act as abilities, modifications, or replacements for starships. Each Starship boon indicates the specific rules in applying it, often citing specific starships or tiers to which the boon can be applied. For ease of play, players do not need to concern themselves with the build points, power core units (PCU), or available expansion bays of a shared starship.
Unless otherwise stated, multiple versions of the same Starship boon do not stack.

Starship Statblocks


Tier 2 Starships


Starfinder Society Drake Tier 2
Medium transport
Speed 8; Maneuverability average (turn 2); Drift 1
AC 12; TL 12
HP 70; DT —; CT 14
Shields light 40 (forward 10, port 10, starboard 10, aft 10)

Attack (Forward) gyrolaser (1d8)
Attack (Turret) coilgun (4d4), high explosive missile launcher
(4d8)

Power Core Arcus Heavy (130 PCU);
Drift Engine Signal Basic;
Systems budget medium-range sensors, crew quarters (good), mk 1 trinode computer, mk 2 armor, mk 2 defenses;
Expansion Bays cargo hold, escape pods

Modifiers +1 to any three checks per round;
Complement 4–7


Starfinder Society Pegasus Tier 2
Medium explorer
Speed 10; Maneuverability good (turn 1); Drift 1
AC 12; TL 12
HP 55; DT —; CT 11
Shields basic 40 (forward 10, port 10, starboard 10, aft 10)

Attack (Forward) light laser cannon (2d4; 5 hexes)
Attack (Port) light laser cannon (2d4; 5 hexes)
Attack (Starboard) light laser cannon (2d4; 5 hexes)
Attack (Turret) coilgun (4d4; 20 hexes)

Power Core Pulse Green (150 PCU);
Drift Engine Signal Basic;
Systems basic medium-range sensors, crew quarters (good), mk 1 duonode computer, mk 2 armor, mk 2 defenses;
Expansion Bays cargo hold, escape pods, science lab, tech workshop

Modifiers +1 to any two checks per round, +2 Computers, +1 Piloting;
Complement 4–7


Starfinder Society Azata Tier 2
Medium explorer
Speed 8; Maneuverability good (turn 1); Drift 1
AC 12; TL 12
HP 55; DT —; CT 11
Shields basic shields 40 (forward 10, port 10, starboard 10, aft 10)

Attack (Forward) light EMP cannon (special; 5 hexes)
Attack (Turret) coilgun (4d4; 20 hexes)

Power Core Arcus Heavy (130 PCU);
Drift Engine Signal Basic;
Systems budget long-range sensors, crew quarters (good), mk 1 trinode computer, mk 2 armor, mk 2 defenses;
Expansion Bays medical bay, science lab (general), cargo hold, escape pods
Modifiers +1 to any three checks per round, +1 Piloting
Complement 4–7


The following starship is available only to characters benefiting from the Exo-Guardians Reputation Tier 4 Capstone boon, Starship Schematic.

Starfinder Society Gorgon Tier 2
Large destroyer
Speed 4; Maneuverability average (turn 2); Drift 1
AC 10; TL 10
HP 150; DT —; CT 30
Shields Basic 20 (forward 5, port 5, starboard 5, aft 5)

Attack (Forward) heavy laser cannon (4d8; 10 hexes)

Power Core Arcus Ultra (150 PCU);
Drift Engine Signal Basic;
Systems crew quarters (common), cut-rate sensors, mk 1 armor, mk 1 defenses;
Expansion Bays cargo hold (4)

Modifiers –2 Computers, +2 Piloting;
Complement 4–20



Tier 4 Starships


Starfinder Society Drake Tier 4
Medium transport
Speed 8; Maneuverability average (turn 2); Drift 1
AC 14; TL 14
HP 85; DT —; CT 17
Shields light 70 (forward 20, port 15, starboard 15, aft 20)

Attack (Forward) heavy laser cannon (4d8; 10 hexes), coilgun (4d4; 20 hexes)
Attack (Aft) coilgun (4d4; 20 hexes)
Attack (Turret) coilgun (4d4; 20 hexes), high explosive missile launcher
(4d8; 20 hexes)

Power Core Pulse Green (150 PCU);
Drift Engine Signal Basic;
Systems budget medium-range sensors, crew quarters (good), mk 1 trinode computer, mk 4 armor, mk 4 defenses;
Expansion Bays cargo hold, escape pods

Modifiers +1 to any three checks per round;
Complement 4–7


Starfinder Society Pegasus Tier 4
Medium explorer
Speed 10; Maneuverability good (turn 1); Drift 1
AC 13; TL 14
HP 65; DT —; CT 13
Shields light 60 (forward 20, port 15, starboard 15, aft 10)

Attack (Forward) light particle cannon (3d6; 10 hexes)
Attack (Port) laser net (2d6; 5 hexes)
Attack (Starboard) light laser cannon (2d4; 5 hexes)
Attack (Turret) light particle cannon (3d6; 5 hexes)

Power Core Pulse Red (175 PCU);
Drift Engine Signal Basic;
Systems advanced medium-range sensors, crew quarters (good), mk 2 duonode computer, mk 3 armor, mk 4 defenses;
Expansion Bays cargo hold, escape pods, science lab, tech workshop

Modifiers +2 to any two checks per round, +4 Computers, +1 Piloting;
Complement 4–7


Starfinder Society Azata Tier 4
Medium explorer
Speed 8; Maneuverability good (turn 1); Drift 1
AC 14; TL 14
HP 65; DT —; CT 13
Shields medium shields 90 (forward 25, port 20, starboard 20, aft 25)

Attack (Forward) light EMP cannon (special; 5 hexes)
Attack (Turret) coilgun (4d4; 20 hexes)

Power Core Pulse Red (175 PCU);
Drift Engine Signal Basic;
Systems basic long-range sensors, crew quarters (good), mk 2 trinode computer, mk 4 armor, mk 4 defenses;
Expansion Bays medical bay, science lab (general), cargo hold, escape pods
Modifiers +2 to any three checks per round, +2 Computers, +1 Piloting
Complement 4–7


The following starship is available only to characters benefiting from the Exo-Guardians Reputation Tier 4 Capstone boon, Starship Schematic.

Starfinder Society Gorgon Tier 4
Large destroyer
Speed 6; Maneuverability average (turn 2); Drift 1
AC 12; TL 12
HP 170; DT —; CT 34
Shields Basic 60 (forward 15, port 15, starboard 15, aft 15)

Attack (Forward) heavy laser cannon (4d8; 10 hexes), twin laser (5d8; 20 hexes)
Attack (Port) light laser cannon (2d4; 5 hexes)
Attack (Starboard) light laser cannon (2d4; 5 hexes)
Attack (Turret) tactical nuclear missile launcher (5d8; 20 hexes)

Power Core Arcus Ultra (150 PCU);
Drift Engine Signal Basic;
Systems crew quarters (common), cut-rate sensors, mk 3armor, mk 3 defenses; Expansion Bays cargo hold (4)

Modifiers –2 Computers, +1 Piloting;
Complement 4–20



Tier 6 Starships


Starfinder Society Drake Tier 6
Medium transport
Speed 8; Maneuverability average (turn 2); Drift 1
AC 15; TL 14
HP 85; DT —; CT 17
Shields medium 100 (forward 25, port 25, starboard 25, aft 25)

Attack (Forward) particle beam (8d6; 20 hexes), coilgun (4d4; 20 hexes)
Attack (Aft) coilgun (4d4; 20 hexes)
Attack (Turret) heavy plasma torpedo launcher (5d10; 20 hexes)

Power Core Pulse Blue (200 PCU);
Drift Engine Signal Basic;
Systems basic medium-range sensors, crew quarters (good), mk 2 trinode computer, mk 5 armor, mk 5 defenses;
Expansion Bays cargo hold, escape pods

Modifiers +2 to any three checks per round, +2 Computers;
Complement 4–7


Starfinder Society Pegasus Tier 6
Medium explorer
Speed 10; Maneuverability good (turn 1); Drift 1
AC 14; TL 16
HP 65; DT —; CT 13
Shields medium 100 (forward 25, port 25, starboard 25, aft 25)

Attack (Forward) twin laser (5d8; 20 hexes)
Attack (Port) laser net (2d6; 5 hexes)
Attack (Starboard) light plasma torpedo launcher (3d8; 20 hexes)
Attack (Turret) light particle beam (3d6; 10 hexes)

Power Core Pulse Blue (200 PCU);
Drift Engine Signal Basic;
Systems advanced medium-range sensors, crew quarters (good), mk 3 duonode computer, mk 4 armor, mk 6 defenses;
Expansion Bays cargo hold, escape pods, science lab,tech workshop

Modifiers +3 to any two checks per round, +4 Computers, +1 Piloting;
Complement 4–7


Starfinder Society Azata Tier 6
Medium explorer
Speed 8; Maneuverability good (turn 1); Drift 1
AC 16; TL 15
HP 65; DT —; CT 13
Shields medium shields 120 (forward 30, port 30, starboard 30, aft 30)

Attack (Forward) light EMP cannon (special; 5 hexes)
Attack (Port) flak thrower (3d4; 5 hexes)
Attack (Starboard) flak thrower (3d4; 5 hexes)
Attack (Turret) coilgun (4d4; 20 hexes)

Power Core Pulse Red (175 PCU);
Drift Engine Signal Basic;
Systems basic long-range sensors, crew quarters (good), mk 2 trinode computer, mk 6 armor, mk 6 defenses;
Expansion Bays medical bay, science lab (general), cargo hold, escape pods
Modifiers +3 to any three checks per round, +2 Computers, +1 Piloting
Complement 4–7


The following starship is available only to characters benefiting from the Exo-Guardians Reputation Tier 4 Capstone boon, Starship Schematic.

Starfinder Society Gorgon Tier 6
Large destroyer
Speed 6; Maneuverability average (turn 2); Drift 1
AC 13; TL 14
HP 170; DT —; CT 34
Shields Medium 90 (forward 25, port 20, starboard 20, aft 25)

Attack (Forward) maser (6d10; 20 hexes), twin laser (5d8; 20 hexes)
Attack (Port) high explosive missile launcher (4d8; 20 hexes)
Attack (Starboard) high explosive missile launcher (4d8; 20 hexes)
Attack (Turret) tactical nuclear missile launcher (5d8; 20 hexes)

Power Core Arcus Maximum (200 PCU);
Drift Engine Signal Basic;
Systems crew quarters (common), cut-rate sensors, mk 4 armor, mk 5 defenses;
Expansion Bays cargo hold (4)

Modifiers –2 Computers, +1 Piloting;
Complement 4–20



Tier 8 Starships


Starfinder Society Drake Tier 8
Medium transport
Speed 8; Maneuverability average (turn 2); Drift 1
AC 16; TL 15
HP 100; DT —; CT 20
Shields medium (160 forward 40, port 40, starboard 40, aft 40)

Attack (Forward) persistent particle beam (10d6; 20 hexes), coilgun (4d4; 20 hexes)
Attack (Port) coilgun (4d4; 20 hexes)
Attack (Aft) laser net (2d6; 5 hexes)
Attack (Turret) heavy antimatter missile launcher (10d10; 20 hexes), light particle cannon (3d6; 10 hexes)

Power Core Pulse Orange (250 PCU);
Drift Engine Signal Basic;
Systems basic medium-range sensors, crew quarters (good), mk 2 trinode computer, mk 6 armor, mk 6 defenses;
Expansion Bays cargo hold, escape pods

Modifiers +2 to any three checks per round, +2 Computers;
Complement 4–7


Starfinder Society Pegasus Tier 8
Medium explorer
Speed 10; Maneuverability good (turn 1); Drift 1
AC 15; TL 17
HP 75; DT —; CT 15
Shields medium 160 (forward 40, port 40, starboard 40, aft 40)

Attack (Forward) particle beam (8d6; 20 hexes), high explosive missile launcher (4d8; 20 hexes)
Attack (Port) laser net (2d6; 5 hexes)
Attack (Starboard) light EMP cannon (special; 5 hexes)
Attack (Turret) twin laser (5d8; 20 hexes)

Power Core Pulse Orange (250 PCU);
Drift Engine Signal Basic;
Systems advanced long-range sensors, crew quarters (good), mk 3 duonode computer, mk 5 armor, mk 8 defenses;
Expansion Bays cargo hold, escape pods, science lab, tech workshop

Modifiers +3 to any two checks per round, +4 Computers, +1 Piloting;
Complement 4–7


Starfinder Society Azata Tier 8
Medium explorer
Speed 10; Maneuverability good (turn 1); Drift 1
AC 18; TL 17
HP 75; DT —; CT 15
Shields medium shields 200 (forward 50, port 50, starboard 50, aft 50)

Attack (Forward) light EMP cannon (special; 5 hexes)
Attack (Port) flak thrower (3d4; 5 hexes)
Attack (Starboard) flak thrower (3d4; 5 hexes)
Attack (Turret) high explosive missile launcher (4d8; 20 hexes)

Power Core Pulse Orange (175 PCU);
Drift Engine Signal Basic;
Systems advanced long-range sensors, crew quarters (good), mk 3 trinode computer, mk 8 armor, mk 8 defenses;
Expansion Bays medical bay, science lab (general), cargo hold, escape pods
Modifiers +3 to any three checks per round, +4 Computers, +1 Piloting
Complement 4–7


The following starship is available only to characters benefiting from the Exo-Guardians Reputation Tier 4 Capstone boon, Starship Schematic.

Starfinder Society Gorgon Tier 8
Large destroyer
Speed 6; Maneuverability average (turn 2); Drift 1
AC 15; TL 14
HP 200; DT —; CT 40
Shields Medium 160 (forward 40, port 40, starboard 40, aft 40)

Attack (Forward) graser (7d10; 5 hexes), particle beam (8d6; 20 hexes)
Attack (Port) tactical nuclear missile launcher (5d8; 20 hexes)
Attack (Starboard) tactical nuclear missile launcher (5d8; 20 hexes)
Attack (Turret) tactical nuclear missile launcher (5d8; 20 hexes)

Power Core Pulse Orange (250 PCU);
Drift Engine Signal Basic;
Systems crew quarters (common), cut-rate sensors, mk 6 armor, mk 6 defenses;
Expansion Bays cargo hold (4)

Modifiers –2 Computers, +1 Piloting;
Complement 4–20



Tier 10 Starships


Starfinder Society Drake Tier 10
Medium transport
Speed 8; Maneuverability average (turn 2); Drift 1
AC 17; TL 16
HP 100; DT —; CT 20
Shields medium 200 (forward 50, port 50, starboard 50,
aft 50)

Attack (Forward) persistent particle beam (10d6; 20 hexes), heavy plasma torpedo launcher (5d10; 20 hexes)
Attack (Port) coilgun (4d4; 20 hexes)
Attack (Starboard) coilgun (4d4; 20 hexes)
Attack (Aft) heavy laser net (5d6; 5 hexes)
Attack (Turret) heavy antimatter missile launcher (10d10; 20 hexes), light particle cannon (3d6; 10 hexes)

Power Core Pulse Prismatic (300 PCU);
Drift Engine Signal Basic;
Systems basic long-range sensors, crew quarters (good), mk 3 trinode computer, mk 7 armor, mk 7 defenses;
Expansion Bays cargo hold, escape pods

Modifiers +3 to any three checks per round, +2 Computers;
Complement 4–7


Starfinder Society Pegasus Tier 10
Medium explorer
Speed 10; Maneuverability good (turn 1); Drift 1
AC 16; TL 18
HP 75; DT —; CT 15
Shields medium 200 (forward 50, port 50, starboard 50, aft 50)

Attack (Forward) persistent particle beam (10d6; 20 hexes)
Attack (Port) heavy laser net (5d6; 5 hexes)
Attack (Starboard) light particle cannon (3d6; 5 hexes)
Attack (Turret) particle beam (8d6; 20 hexes)

Power Core Pulse Prismatic (300 PCU);
Drift Engine Signal Basic;
Systems advanced long-range sensors, crew quarters (good), mk 5 duonode computer, mk 6 armor, mk 9 defenses;
Expansion Bays cargo hold, escape pods, science lab, tech workshop

Modifiers +5 to any two checks per round, +4 Computers, +1 Piloting;
Complement 4–7


Starfinder Society Azata Tier 10
Medium explorer
Speed 10; Maneuverability good (turn 1); Drift 1
AC 20; TL 18
HP 75; DT —; CT 15
Shields heavy shields 320 (forward 80, port 80, starboard 80, aft 80)

Attack (Forward) light EMP cannon (special; 5 hexes), particle beam (8d6; 20 hexes)
Attack (Port) chain cannon (6d4; 5 hexes)
Attack (Starboard) chain cannon (6d4; 5 hexes)
Attack (Turret) high explosive missile launcher (4d8; 20 hexes)

Power Core Nova Ultra (175 PCU);
Drift Engine Signal Basic;
Systems advanced long-range sensors, crew quarters (good), mk 3 trinode computer, mk 10 armor, mk 10 defenses;
Expansion Bays medical bay, science lab (general), cargo bay, escape pods
Modifiers +3 to any three checks per round, +4 Computers, +1 Piloting
Complement 4–7


The following starship is available only to characters benefiting from the Exo-Guardians Reputation Tier 4 Capstone boon, Starship Schematic.

Starfinder Society Gorgon Tier 10
Large destroyer
Speed 6; Maneuverability average (turn 2); Drift 1
AC 17; TL 16
HP 200; DT —; CT 40
Shields Heavy 240 (forward 60, port 60, starboard 60, aft 60)

Attack (Forward) persistent particle beam (10d6; 20 hexes), persistent particle beam (10d6; 20 hexes)
Attack (Port) heavy antimatter missile launcher (10d10; 20 hexes)
Attack (Starboard) heavy antimatter missile launcher (10d10; 20 hexes)
Attack (Turret) light particle cannon (3d6; 10 hexes)

Power Core Pulse Prismatic (300 PCU);
Drift Engine Signal Basic;
Systems crew quarters (common), cut-rate sensors, mk 8 armor, mk 8 defenses;
Expansion Bays cargo hold (4)

Modifiers –2 Computers, +1 Piloting;
Complement 4–20



Tier 12 Starships


Starfinder Society Drake Tier 12
Medium transport
Speed 8; Maneuverability average (turn 2); Drift 1
AC 18; TL 18
HP 115; DT —; CT 23
Shields heavy 280 (forward 70, port 70, starboard 70, aft 70)

Attack (Forward) linked plasma cannons (10d12; 10 hexes)
Attack (Port) twin laser (5d8; 20 hexes)
Attack (Starboard) twin laser (5d8; 20 hexes)
Attack (Aft) heavy laser net (5d6; 5 hexes)
Attack (Turret) heavy antimatter missile launcher (10d10; 20 hexes), heavy plasma torpedo launcher (5d10; 20 hexes)

Power Core Pulse Prismatic (300 PCU);
Drift Engine Signal Basic;
Systems basic long-range sensors, crew quarters (good), mk 4 trinode computer, mk 8 armor, mk 9 defenses;
Expansion Bays cargo hold, escape pods

Modifiers +4 to any three checks per round, +2 Computers;
Complement 4–7


Starfinder Society Pegasus Tier 12
Medium explorer
Speed 10; Maneuverability good (turn 1); Drift 1
AC 18; TL 19
HP 85; DT —; CT 17
Shields heavy 280 (forward 70, port 70, starboard 70, aft 70)

Attack (Forward) persistent particle beam (10d6; 20 hexes), heavy antimatter missile launcher (10d10; 20 hexes)
Attack (Port) heavy laser net (5d6; 5 hexes)
Attack (Starboard) light EMP cannon (special; 5 hexes), light plasma cannon (2d12; 5 hexes)
Attack (Turret) particle beam (8d6; 20 hexes)

Power Core Pulse Prismatic (300 PCU);
Drift Engine Signal Basic;
Systems advanced long-range sensors, crew quarters (good), mk 6 duonode computer, mk 8 armor, mk 10 defenses;
Expansion Bays cargo hold, escape pods, science lab, tech workshop

Modifiers +6 to any two checks per round, +4 Computers, +1 Piloting;
Complement 4–7


Starfinder Society Azata Tier 12
Medium explorer
Speed 10; Maneuverability good (turn 1); Drift 1
AC 22; TL 19
HP 85; DT —; CT 17
Shields heavy shields 480 (forward 120, port 120, starboard 120, aft 120)

Attack (Forward) light EMP cannon (special; 5 hexes), particle beam (8d6; 20 hexes)
Attack (Port) chain cannon (6d4; 5 hexes)
Attack (Starboard) chain cannon (6d4; 5 hexes)
Attack (Turret) high explosive missile launcher (4d8; 20 hexes)

Power Core Nova Ultra (175 PCU);
Drift Engine Signal Basic;
Systems ultra long-range sensors, crew quarters (good), mk 4 trinode computer, mk 12 armor, mk 12 defenses;
Expansion Bays medical bay, science lab (general), cargo bay, escape pods
Modifiers +4 to any three checks per round, +6 Computers, +1 Piloting
Complement 4–7


The following starship is available only to characters benefiting from the Exo-Guardians Reputation Tier 4 Capstone boon, Starship Schematic.

Starfinder Society Gorgon Tier 12
Large destroyer
Speed 6; Maneuverability average (turn 3); Drift 1
AC 19; TL 17
HP 230; DT —; CT 46
Shields Heavy 320 (forward 80, port 80, starboard 80, aft 80)

Attack (Forward) persistent particle beam (10d6; 20 hexes), persistent particle beam (10d6; 20 hexes)
Attack (Port) heavy antimatter missile launcher (10d10; 20 hexes)
Attack (Starboard) heavy antimatter missile launcher (10d10; 20 hexes)
Attack (Turret) X-Laser cannon (8d6; 20 hexes)

Power Core Gateway Heavy (400 PCU);
Drift Engine Signal Basic;
Systems crew quarters (common), cut-rate sensors, mk 10 armor, mk 10 defenses;
Expansion Bays cargo hold (4)

Modifiers –2 Computers, +1 Piloting;
Complement 4–20



 

Volunteers

Event Coordinators

Your Duties as an Event Coordinator

  • Register your event on the GM/Event Organizer tab at paizo.com/organizedplay/myAccount.
  • Soon after your event ends, return to the link above to report the results of your sessions.

Report the game

Once you have completed an adventure and filled out Chronicle Sheets, the results of the scenario should be reported as part of the living campaign that is Organized Play. For home games, GMs are always responsible for reporting their results. For publicly organized games, the coordinator is responsible for reporting the results.

To report a game, you will need to collect:

  • Each player’s Organized Play ID number
  • Each character’s name, number, faction, and Reputation earned
  • Whether to check any reporting boxes & which boxes if so (see below)
  • Which, if any, PCs died.

As soon as possible after the session ends, go to the GM/Event Coordinator tab at paizo.com/organizedplay/myAccount and click “Report.” Enter the information you collected. For Starfinder, enter Reputation in the box marked "Prestige"; the name is carried over from first edition Pathfinder Society.

Many scenarios have reporting notes at the end of the adventure. When reporting a game, the reporter checks one or more boxes (A, B, C, or D) based on the PCs’ choices, helping shape the direction of the campaign.

Some scenarios also have a special faction objective in the reporting notes. When reporting a game, check the “Special Faction Objective Fulfilled” box if the PCs fulfilled that condition.

Regardless of the location of play, do not forget to report the results—reporting is very important to the success of the Starfinder Society!

Additional Volunteer Opportunities

Information on Additional Volunteer Opportunities can be found on the Organized Play Foundation website.

Appendices

Glossary

The Starfinder Society organized play program uses a number of terms, abbreviations, and definitions. The following are some of the most common.

Additional Resources
This has been renamed Character Options.
Adventure
Adventures collectively refer to One-Shots, Starfinder Society scenarios, standalone Starfinder Adventures, and sanctioned Adventure Paths.
Average Party Level (APL)
APL represents the average level of all PCs participating in the adventure; this number determines which level range to use when playing a scenario. See GM Basics for details on calculating and applying APL.
Boon
A boon is an in-game reward other than XP, credits, Fame, or standard item access. Boons appear on Chronicle Sheets, typically earned as part of an adventure or when attending conventions or other special events.
Character Options
The Character Options page lists what classes, feats, items, spells, 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 Character Options list.
Character Versus Character (aka PVP)
Character-versus-character conflict occurs when one PC attempts, of his or her own volition, to harm, kill, or otherwise contribute to the injury of another PC. Player-versus-player conflict is strictly prohibited in Starfinder Society play. See Community Standards for more information.
Companion
A companion is any permanent creature that accompanies a PC, can take its own actions in combat, and is acquired through a PC’s class features (such as a mechanic’s drone). In the Starfinder Society, a character may have only one companion active during a session.
Chronicle Sheet
This is a record of adventures that a character has completed, recording XP, credits, Fame, Reputation, boons, and item access the character earned. Some Chronicle Sheets grant special rewards that are not associated with an adventure, earned for attending conventions or participating in special events. These records allow a player to play their character at any Starfinder Society event of the appropriate Level anywhere in the world.
Core Sources
The Core Sources are Starfinder rulebooks which do not require ownership to use character options within them. See the Character Options page for a current list of Core Sources.
Day Job
Your PC may utilize Downtime in order to attempt a trained Profession check—often referred to as a Day Job check—to earn additional credits. See Player Basics for more information.
Downtime
After each XP-granting adventure, a PC gains a period of Downtime before their next mission, which they can use in one of three ways per adventure: crafting, a day job, or other pursuits unlocked by boons. See Player Basics for more information.
Evil Act
An evil act represents an action that, on its own or as part of a pattern, would push your character’s alignment toward evil. An individual evil act may or may not result in the acquisition of Infamy.
Exclusive
An exclusive is an adventure that requires a GM to meet certain criteria to run—typically having earned a certain number of GM novas. See also Scenario Tag, Player Basics.
Faction
The Starfinder Society is comprised of five primary factions and various minor factions. The factions that your character chooses to represent define your PC’s secondary loyalties in the campaign. See Factions in this Guide and the Starfinder Society page on Paizo.com for more information on the primary factions and their goals.
Fame
Fame represents your character’s social currency within the Starfinder Society and can be expended to purchase boons and services from the Society or its various Factions. Fame is gained from successfully completing adventures.
Game Master (GM)
A GM adjudicates the rules and controls the elements of the story and galaxy that the players explore, providing a fair and fun game. In the Starfinder Society, a GM must also help players accurately fill out their paperwork and report the results of each game to the event coordinator or on the GM/Event Coordinator tab at paizo.com/organizedplay/myAccount.
GM Novas
GM novas are a measure of how many Starfinder Society games an individual has run, ranging from 10 sessions (one nova) to over 100 sessions (four novas). GM novas grant access to exclusive content and grant a bonus on rerolls gained via boons. A fifth nova can be earned by meeting several additional criteria; see the Organized Play GM rubric for more information.
Infamy
Infamy represents a character’s slide into evil, typically accrued by a character performing intentionally evil or suitably callous criminal actions during an adventure. The consequences of Infamy vary from limits on purchases to forced retirement of a character from the Starfinder Society.
Legal Source
A legal source is a physical copy of a book, name-watermarked PDF of the book, a printout of one or more pages from a name-watermarked PDF, or a printout of the rules from the SFRD accompanied by a proof of purchase for the product in which those rules appear. In order to use a character option from outside the Core Sources, you must own and have at the table a legal source that contains that option. See the Character Options page for more information.
Level (Adventure)
Listed on the cover of scenarios, an adventure’s Level describes which character levels the adventure is written for. Characters can only play in adventures which include their character level.
Level Range
A division of the adventure’s Level into smaller bands to facilitate scaling the adventure for different Average Party Levels. For example, a Level 1–4 adventure has level ranges 1–2 and 3–4. (Formerly subtier.)
Nova (GM)
See GM Novas.
Nova (tag)
The Nova tag applied to an adventure means it can only be run by GMs who have earned the required number of novas (specified by the particular adventure). For the purposes of the Nova tag, Venture-Lieutenants are considered to have 1 additional Nova; Venture-Captains are considered to have 2 additional Novas.
Organized Play Manager (OPM)
The organized play manager administers organized play campaigns, including the Pathfinder Society, Starfinder Society, and Pathfinder Adventure Card Society. They are assisted in these duties by the Organized Play Associate.
Organized Play Number
Each participant in Paizo’s organized play programs is provided an organized play number. The number is often hyphenated; the first, longer number represents your player number, and the second number represents your individual character (e.g. # 123456–702 refers to player number 123456 and her second PC in Starfinder Society). This number is used when reporting completed adventures and should appear on each Chronicle Sheet and any Inventory Tracking Sheets associated with your PCs.
Player Character (PC)
These are the characters portrayed by the players, rather than by a GM.
Pregenerated Character
These are premade characters of levels 1, 4, and 8 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.
Reputation
Reputation represents your character’s current standing with a faction. A character can have multiple Reputation scores, each with different factions. The higher a Reputation score, the more resources are available for purchase from the associated faction. See Factions and Reputation for more information.
Rebuilding
The process of replacing one or more of your character features as directed by campaign rules, typically without cost. The most common type of rebuilding is a 1st-level character rebuild, which you may do freely any time before playing an adventure at 2nd level or higher. See Rebuilding Your Character for more information.
Regional Venture-Coordinator
Regional venture-coordinators, under the guidance of the Organized Play Manager, supervise a large section of the world and support venture-captains and venture-lieutenants in their duties.
Replay
A player replays a scenario when she plays it more than once. Starfinder Society allows only limited forms of replay. See Player Basics for the limited replay rules.
Repeatable Scenario
A scenario with the repeatable tag. This scenario includes rules for being played more than once by a single player (but never more than once with a single character).
Quest
Quests are short adventures designed to last about 1 hour. They typically are published as a Quest Pack including four or more quests.
Sanctioned
Sanctioned material is that which has been approved for use within Starfinder Society.

Sanctioned Adventure Path: These are adventures other than Starfinder Society scenarios for which characters can receive credit. The list of Adventure Paths sanctioned for Starfinder Society play appears on the Character Options page, where you can download each such adventure’s Chronicle Sheets and special rules.

Scenario
These are adventures that typically take 4–5 hours to complete, written specifically for the Starfinder Society. Most adventures in the campaign are scenarios.
Scenario Tag
A Scenario tag is a label applied to a Starfinder Society scenario to indicate something about the contents of the scenario. See Scenario Tags under Player Basics for more information.
Season
A season is a year-long period that typically begins during summer in North America (June-August). Most seasons have a unifying theme and around 24 scenarios, typically released two per month.
Special
This is a catch-all term used to refer to exclusives and scenarios with other unusual formats.
Starfinder Reference Document (SFRD)
This is a free online version of all the rules contained within the Starfinder Core Rulebook and other RPG hardcover books, available at aonsrd.com. The SFRD is not a legal source for players to reference rules or PC building purposes except for the Core Sources (see the Character Options page). GMs can reference the SFRD as they wish for ease of preparing and running an adventure.
Subtier
Prior to Year 3, this term was used for level range.
Tag
See Scenario Tag.
Tier
For Reputation tiers, see Reputation. Scenarios prior to Year 3 use the term Tier to refer to the adventure’s Level.
Venture-Agent
Venture-agents are dedicated volunteer coordinators who direct operations at one venue.
Venture-Captain (VC) (In-Game)
Rather than travel widely, some Starfinders establish lodges where they can coordinate local agents, store regional lore, and provide a safe refuge for their colleagues. In scenarios, venture captains are often the NPCs who brief the PCs on their next mission or opportunity.
Venture-Captain (VC) (Real-World)
Named after the in-game veterans of the Starfinder Society, venture-captains are the many dedicated volunteer coordinators who oversee large geographic regions that contain a large number of players.
Venture-Lieutenant
Venture-lieutenants are dedicated volunteer coordinators who assist the venture-captains in their efforts.
Year (scenarios)
See Season.

Change Log

4.00 -> 4.01 (July 1st, 2021)

Full Guide

  • Fixed spelling error.

Starships

  • Added Azata Tiers 2, 4, 6, 8, 10, 12
  • Added ranges to starship weapons

Changelog

  • Added missing change in changelog 3.00 -> 4.00
    The maximum table size has been reduced to 6. (Tables of 7 players are no longer legal. )

3.00 -> 4.00

Getting Started

  • No Rules Changes

Player Basics

Major Changes
  • Players are responsible for Downtimes
  • Pregen / GM Downtimes use the skills of the character applied to.
  • Purchased condition removal automatically succeeds
  • The maximum table size has been reduced to 6. (Tables of 7 players are no longer legal. )

Minor Changes
  • Negtive Condition removal clarified and consolidated.
  • Applying/transferring weapon fusions text added (free at HQ)

Character Creation

Minor Changes
  • Characters can pick (Named?) worlds from the Veskarium / Near Space

Rewards

Minor Changes
  • Added "Boons which unlock over time" section for boons with checkboxes. Two options drafted.

Reputation Boons

Minor Changes
  • Hireling text along the lines of PFS text, re: Hirelings can only perform recall knowledge checks in combat, nothing else.

Retired Player Rewards

Minor Changes
  • Season Boons are Cumulative boons, not capstone boons.

Game Master Basics

  • No Rules Changes

 

Game Master Rewards

Minor Changes
  • GMs may not chose mutually exclusive rewards on chronicles.

 

Additonal Adventures

  • Page created to host rules for running Sanctioned Adventures
    • Sanctioned Adventures
    • Modes of Play
    • Character Types
    • Sanctioning Documents

 

Licenses and Trademarks

Trademarks

Pathfinder Society Guide to Play (Second Edition) © 2019, Paizo Inc.; Authors: John Compton, Michael Sayre, Tonya Woldridge, and Linda Zayas-Palmer.

Pathfinder Society (Second Edition) Guide to Organized Play © 2020, Paizo Inc.; Authors: John Compton, Michael Sayre, Tonya Woldridge, and Linda Zayas-Palmer.

Starfinder Society Guide to Organized Play © 2021, Paizo Inc.; Authors: John Compton, Thurston Hillman, Jenny Jarzabski, Alex Speidel, Tonya Woldridge, and Linda Zayas-Palmer.

© 2020, Paizo Inc. All rights reserved.  Paizo, the Paizo golem logo, Pathfinder, the Pathfinder logo, Pathfinder Society, Starfinder, and the Starfinder logo are registered trademarks of Paizo Inc.; the Pathfinder P logo, Pathfinder Accessories, Pathfinder Adventure, Pathfinder Adventure Card Game, Pathfinder Adventure Card Society, Pathfinder Adventure Path, Pathfinder Battles, Pathfinder Combat Pad, Pathfinder Flip-Mat, Pathfinder Flip-Tiles, Pathfinder Legends, Pathfinder Lost Omens, Pathfinder Pawns, Pathfinder Roleplaying Game, Pathfinder Tales, Starfinder Adventure Path, Starfinder Combat Pad, Starfinder Flip-Mat, Starfinder Flip-Tiles, Starfinder Pawns, Starfinder Roleplaying Game, and Starfinder Society  are trademarks of Paizo Inc.

Open Game License Version 1.0A

The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved.

  1. Definitions: (a) “Contributors” means the copyright and/or trademark owners who have contributed Open Game Content; (b) “Derivative Material” means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) “Distribute” means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d) “Open Game Content” means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any ad­ditional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) “Product Identity” means product and product line names, logos and identifying marks including trade dress; artifacts, creatures, characters, stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatu­ral abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) “Trademark” means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) “Use”, “Used” or “Using” means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) “You” or “Your” means the licensee in terms of this agreement.
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  4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content.
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  6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder’s name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.
  7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agree­ment with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunc­tion with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity.
  8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content.
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  15. COPYRIGHT NOTICE

Open Game License v 1.0a © 2000, Wizards of the Coast, Inc.

System Reference Document © 2000, Wizards of the Coast, Inc.; Authors: Jonathan Tweet, Monte Cook, and Skip Williams, based on material by E. Gary Gygax and Dave Arneson.

Pathfinder Core Rulebook (Second Edition) © 2019, Paizo Inc.; Authors: Logan Bonner, Jason Bulmahn, Stephen Radney-MacFarland, and Mark Seifter.

Pathfinder Society Guide to Play (Second Edition) © 2019, Paizo Inc.; Authors: John Compton, Michael Sayre, Tonya Woldridge, and Linda Zayas-Palmer.

Pathfinder Society (Second Edition) Guide to Organized Play © 2020, Paizo Inc.; Authors: John Compton, Michael Sayre, Tonya Woldridge, and Linda Zayas-Palmer.

Starfinder Society Guide to Organized Play © 2021, Paizo Inc.; Authors: John Compton, Thurston Hillman, Jenny Jarzabski, Alex Speidel, Tonya Woldridge, and Linda Zayas-Palmer.

This product is compliant with the Open Game License (OGL) and is suitable for use with the Pathfinder Roleplaying Game (Second Edition).

Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License version 1.0a, Section 1(e), and are not Open Game Content: All trademarks, registered trademarks, proper nouns (characters, deities, locations, etc., as well as all adjectives, names, titles, and descriptive terms derived from proper nouns), artworks, characters, dialogue, locations, organizations, plots, storylines, trade dress, the historical period called the Gap, the terms kishalee, sivv, skyfire, Dreamer (the official Open Game Content term for which is “dreaming barathu”), and the Drift (the official Open Game Content term for which is “hyperspace”). (Elements that have previously been designated as Open Game Content, or are exclusively derived from previous Open Game Content, or that are in the public domain are not included in this declaration.)

Open Game Content: Except for material designated as Product Identity, the game mechanics of this Paizo game product are Open Game Content, as defined in the Open Game License version 1.0a, Section 1(d). No portion of this work other than the material designated as Open Game Content may be reproduced in any form without written permission.

 

 

 

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