TEXT: Version 2.1
  Pathfinder Society  
  Adventure Card Guild Guide
  
  Pathfinder Society
  adventure card Guild Guide
  Version 2.1—June 3, 2015
  Author •  Tanis O’Connor
  Editors • Brian Campbell and Vic Wertz
  Contributing Artists • Eric Belisle, Ekaterina Burmak,  
  Jesper Ejsing, Kekai Kotaki, Mark Molnar,
  Jason Rainville, Florian Stitz, and Ben Wootten
  Pathfinder Adventure Card Game Development 
  Team  •  Mike Selinker, Chad Brown, Tanis O’Connor,
  Paul Peterson, Keith Richmond, Liz Spain, and Gaby Weidling, 
  based on a game concept by Rian Sand
  Global Organized Play Coordinator • Mike Brock
  Chief Executive Officer • Lisa Stevens
  Publisher • Erik Mona
  Chief Technical Officer • Vic Wertz
  Chief Operations Officer • Jeffrey Alvarez
  Sales Director • Pierce Watters
  Sales Associate • Cosmo Eisele
  Vice President of Finance • Christopher Self
  Finance Team • Ashley Kaprielian, B. Scott Keim
  Technology Manager • Cort Odekirk
  Licensing Coordinator • Mike Kenway
  Project Manager • Jessica Price
  Managing Art Director • Sarah E. Robinson
  Senior Art Director • Andrew Vallas
  Art Director • Sonja Morris
  Graphic Designer • Emily Crowell
  Editorial Team • Judy Bauer, Logan Bonner,
  Jason Bulmahn, Christopher Carey, John Compton,
  Adam Daigle, Crystal Frasier, Joe Homes, James Jacobs,
  Jason Keeley, Amanda Hamon Kunz, Rob McCreary,
  Mark Moreland, Stephen Radney-MacFarland,
  F. Wesley Schneider, Mark Seifter, Owen K.C. Stephens,
  James L. Sutter, and Linda Zayas-Palmer
  Community Team • Chris Lambertz and Liz Courts
  Customer Service Team • Sharaya Kemp,
  Katina Mathieson, Sara Marie Teter, and Diego Valdez
  Tech Team • Christopher Anthony, Winslow Dalpe, Lissa 
  Guillet, Julie Iaccarino, Erik Keith, Scott Spalding, Gary Teter
  Warehouse Team • Will Chase, Mika Hawkins,
  Heather Payne, Jeff Strand, and Kevin Underwood
  Special Thanks • The Pathfinder Society and the paizo.com community for their constant feedback.
  Event coordinators may print additional copies of this guide to provide to new players at their events. Please do not distribute this 
  document digitally; instead ask players to download their own free copy of the document at paizo.com/pathfindersociety. That 
  way Pathfinder Society Organized Play campaign staff can contact them directly to inform them of updates to this document.
  Paizo Inc.
  7120 185th Ave NE, Ste 120
  Redmond, WA 98052-0577
  paizo.com/pathfindersociety
  Guide to Pathfinder Society Adventure Card Guild Organized Play Version 2.1 © 2015 Paizo Inc. Paizo, Paizo Inc., the Paizo golem logo, Pathfinder, the Pathfinder logo, and Pathfinder 
  Society are registered trademarks of Paizo Inc.; Pathfinder Adventure Card Game, Pathfinder Adventure Path, Pathfinder Roleplaying Game, Rise of the Runelords, Skull & Shackles, and 
  Wrath of the Righteous are trademarks of Paizo Inc.
  
  3
  Table of Contents
  Adventure Card Guild Basics  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .4
  Building Your Character . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .6
  Adventure Card Guild Special Rules . . . . . . . . . . . . . . . . . . . . . . . . . . .6
  Running an Adventure Card Guild Event .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .9
  Appendix I: Pregenerated Characters . . . . . . . . . . . . . . . . . . . . . . . . . 10
  Appendix II: Reporting and Character Tracking . . . . . . . . . . . . . . . . . . . 16
  Appendix III: Converting a Character to the Tier System .  .  .  .  .  .  .  .  .  .  .  .  .  .  17 
  Appendix IV: Filling Out a Chronicle Sheet . . . . . . . . . . . . . . . . . . . . . . . 18
  Sample Adventure Card Guild Chronicle Sheet .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 19
  
  4
  What is Cooperative Play?
  First and foremost, the Pathfinder Adventure Card Game 
  is a cooperative experience. Please let this concept guide 
  your behavior during play. Don’t make decisions on behalf 
  of other players, and don’t take actions that may harm 
  another player’s character without that player’s consent. If 
  there is dispute over the rules, try to come to an agreement 
  as quickly as possible. If that proves impossible, choose 
  the path that benefits the most players. Be courteous and 
  encourage a mutual interest in playing, and don’t engage in 
  endless rules discussions. Enjoy the game, be considerate 
  of the others at the table, and don’t let your actions keep 
  them from having a good time. In short, don’t be a jerk. 
  Do Not Bully other Players
  We’re all friends here, and we’re all playing a game 
  together with the purpose of having a wonderful time. 
  Do not push other players around just because your 
  character can. Extreme forms of dysfunctional or 
  uncooperative play will not be tolerated. A little fun 
  banter between characters can be great roleplaying, 
  but when you find yourself doing everything in your 
  power to undo everything another character is trying 
  to accomplish, you’ve probably lost sight of the purpose 
  of organized play and may be asked to leave the table. 
  “Playing your character” is not an excuse for childish 
  behavior. Event coordinators should work with players 
  to resolve any out-of-game conf licts; they should use 
  their own discretion. Extreme or repetitive cases of 
  inappropriate behavior will be resolved by asking the 
  offender to leave the table. 
  In an organized play campaign, your character exists 
  in a common setting shared with thousands of other 
  gamers from around the world. In each Adventure 
  Card Guild game, your character experiences a short, 
  one-sitting game (or “scenario”) that’s a single episode 
  in a continuing story (or “season.”) You can take your 
  character and its accompanying Class Deck to any 
  public Adventure Card Guild event anywhere in the 
  world, and though your companions might change 
  each time you play, your character evolves as a result 
  of your own choices. Over time, campaigning in an 
  organized play environment offers a unique experience 
  as diverse companions and unusual challenges add 
  depth and character to gameplay. It’s also a great way to 
  get in touch with other local gamers, meet new people, 
  and play regularly with the familiarity of a traditional 
  home game. Alternatively, some players  prefer to keep 
  their Adventure Card Guild experience limited to a 
  familiar group of friends, using the Adventure Card 
  Guild scenarios and reward structure as the framework 
  for a private home game. Either approach is a valid and 
  acceptable way to experience the Adventure Card Guild 
  story. Many players enjoy a combination of public and 
  private adventuring. 
  Because an organized play campaign takes place in a 
  shared environment, a few additional rules are required 
  to ensure that all players at all tables share a similar 
  experience no matter where the game is running or who’s 
  setting it up. This guide outlines these special rules, as 
  well as instructions on how to jump right into the action. 
  Please read over the contents of this guide carefully. 
  Adventure Card Guild Basics
  
  5
  GUIDE TO PATHFINDER SOCIETY ADVENTURE CARD GUILD ORGANIZED PLAY
  Do Not Cheat, Do KeeP GooD reCorDs
  Do not falsify rolls, do not falsify your Chronicle sheets, 
  and do not add new cards to your character decks without 
  acquiring them properly. Do not lie to an event coordinator 
  under any circumstances. Do not mark your cards. Keep 
  good records for your character. Make sure to bring your 
  Chronicle sheets to every event or session of the Pathfinder 
  Society Adventure Card Guild that you play. If you are asked 
  to present your Chronicle sheets and are unable to do so, 
  you will not be permitted to play your character, though 
  you may be able to play or start another character under 
  the rules presented in this guide. Event coordinators rely 
  on accurately kept Chronicle sheets to keep the campaign 
  honest, fair, and fun for everyone. So keep your records 
  safe, keep them accurate, and keep them with you when 
  attending Pathfinder Society Adventure Card Guild events. 
  (We suggest a binder that can be sealed between scenarios or 
  a digital record that’s easily accessible. To learn how to fill 
  out a Chronicle sheet, see Appendix IV.) 
  Getting Started
  In this section, you’ll find information for both players 
  and event coordinators about how to get started with 
  the Pathfinder Society Adventure Card Guild. This info 
  includes details on what you’ll need to play or run the game, 
  as well as instructions on how to use the Paizo website to 
  register and report your characters.
  Rules for each base set can be found online for free at paizo.
  com/pacg. We strongly recommend you use the most current 
  version of the rulebook (which contains the most current 
  general rules), plus the rulebook for the base set you’re using 
  (which contains rules specific to the cards you’re using.) 
  Players and event coordinators are expected to be familiar 
  with these rules. We also encourage players to keep up-to-
  date with errata and FAQ listings on the paizo.com website.
  What you NeeD
  Pathfinder Society Adventure Card Guild Organized Play 
  assumes that each player has a Pathfinder Adventure Card 
  Game Class Deck and the Pathfinder Society Adventure Card 
  Guild Guide  (the document you’re reading right now.) You’ll 
  likely also want a folder or binder of some sort in which you 
  can store your Chronicle sheets as your character earns them.
  We strongly recommend that you learn to play the 
  Pathfinder Adventure Card Game before joining the 
  Adventure Card Guild. Guild scenarios tend to be more 
  difficult than the scenarios in their associated base set; 
  thus, they’re more appropriate for experienced players. Ask 
  your event coordinator if she can run a demo for you, or find 
  a store, club, or convention that’s running an introductory 
  Adventure Card Guild scenario. Playing any introductory 
  scenario will reward you with a special mini-Chronicle 
  sheet to give your character a boost for the season! 
  Once you’ve got your Class Deck, build a character as 
  instructed in “Adventure Card Guild Specific Rules,” below.
  Organizers: The event coordinator (who may or may 
  not also be a player) is responsible for creating and 
  promoting her Adventure Card Guild event, setting up 
  and running the game, and keeping records of who played 
  and what happened. She should have access to the specific 
  Pathfinder Adventure Card Game base set and Adventure 
  Decks required by the scenario. If a table has more than 
  4 players, the appropriate Character Add-On Deck is also 
  necessary. (For Season of the Shackles, adventures make 
  use of the Pathfinder Adventure Card Game: Skull & 
  Shackles Base Set, Adventure Decks, and Character Add-
  On Deck. For Season of the Righteous, adventures use the 
  Wrath of the Righteous versions of those.) 
  You’ll also need to have a copy of the scenarios you 
  intend to run. If you don’t already have them, contact 
  the store where you’ll be running the event or your 
  local venture-officer (a member of Paizo’s Pathfinder 
  Society volunteer network responsible for coordinating 
  Adventure Card Guild activity in your area.) 
  usiNG the WeBsite
  As a Pathfinder Society player, you must register 
  your name and your characters online at paizo.com/
  pathfindersociety. When you register, you’ll receive 
  an official Pathfinder Society ID Number. Keep your 
  Pathfinder Society ID Number handy and bring it 
  with you to every Pathfinder Society event you attend. 
  Paizo uses this number to record the scenarios your 
  character has completed and the feats she has gained. 
  Each character you register for the Adventure Card 
  Guild has a unique 4-digit number beginning with 1001 
  appended to your Pathfinder Society Number. If your 
  number is 2001, the second character you register will 
  be 2001-1002.
  If you’re beginning your Adventure Card Guild 
  experience at a public convention or game store event, 
  your event coordinator will provide a temporary card 
  with a Pathfinder Society Number and confirmation 
  code on it. You can use this card until you get a chance 
  to register your character. When you register your 
  character at paizo.com/pathfindersociety, enter this 
  number and the confirmation code, and your early 
  adventures will be automatically linked to your new 
  official record.
  Organizers: As an Adventure Card Guild organizer, if you 
  are running at a convention or large in-store event, you may 
  be expected to quickly fill out scenario reporting sheets 
  with additional tracking information so you can report the 
  results of your sessions on paizo.com/pathfindersociety in 
  a timely fashion. See Appendix II: Reporting and Character 
  Tracking for specific instructions.
  
  6
  GUIDE TO PATHFINDER SOCIETY ADVENTURE CARD GUILD ORGANIZED PLAY
  Tier Feats: A character gains feats on his character card 
  through the successful completion of scenarios. These 
  scenarios can be from any season or adventure that is legal 
  for the character to play. A character gains one skill feat after 
  successfully completing one scenario, one power feat after 
  successfully completing two scenarios, and one card feat 
  after successfully completing four scenarios. Completing 
  the same scenario multiple times does not count as progress 
  towards these tier feats. You can gain only one feat of each 
  type in each tier, unless instructed otherwise.
  A character advances to the next tier in one of two ways: 
  either after completing an adventure and gaining its 
  adventure reward, or by choosing to do so after gaining 
  the card feat for his tier. If you advance a tier by completing 
  an adventure, you automatically gain any remaining feats 
  for your tier,  and you gain a die bump for use with this 
  character (see “Die Bumps,” below.) A character’s tier is 
  recorded on his Chronicle sheet (See Appendix IV: Filling 
  Out a Chronicle Sheet.) 
  A character can only get deck upgrades that have adventure 
  deck numbers equal to or less than his current tier. If a 
  character would get a deck upgrade of a number higher than 
  his tier, he may treat that upgrade as a number equal to his 
  tier. A character may not start a scenario with a card in his 
  deck that has an adventure deck number higher than his tier.
  Example: Advancing a Tier
  Alex is playing the character Lem, and she’s ready to start playing 
  in the Adventure Card Guild. Lem completes Scenario 01-1A from 
  Season of the Righteous and gains a skill feat, then completes 
  Scenario 01-1B and gains a power feat. Alex misses a week at 
  her local game store, so she does not play Scenario 01-1C, but 
  comes back to complete Scenario 01-1D. Her fellow players have 
  completed Adventure 1, so their characters are now Tier 2. Alex, 
  still  in  Tier  1,  can  play  Adventure  2  scenarios  with  her  weekly 
  group, but she can only get deck upgrades that have an adventure 
  deck number of 1 or lower. She can choose to advance to Tier 2 
  when she completes a fourth scenario and gains a card feat, or 
  she will automatically advance a tier when Lem completes either 
  Adventure 1 (by playing Scenario 01-1C) or Adventure 2. Alex’s 
  Chronicle sheet for Lem can be found in Appendix IV.
  Die Bumps: A die bump is a new type of single-use 
  reward, usually given to characters that advance a tier by 
  completing an adventure. Your character can use a die 
  bump to add 1 to or subtract 1 from a check result. Multiple 
  die bumps can be used on a check, and multiple characters 
  can use die bumps on a check. When you gain a die bump, 
  note it on your character’s Chronicle sheet and cross it off 
  when that character uses it.
  New Characters: Choose one of the characters in your 
  Class Deck box. Then build that character’s deck using 
  cards of the number and type indicated on the character’s 
  FiNDiNG a Game
  Once you’ve got a Pathfinder Society ID Number and 
  you’ve built your character deck, you’re ready to play your 
  first Adventure Card Guild scenario! The easiest way to 
  find a local game is to visit paizo.com/pathfindersociety 
  and click on “Get Involved!” From there, go to the Events 
  page, where you can search for events in your area. 
  You can also visit local game stores. Gaming, comic 
  book, and science fiction conventions often attract gamers. 
  Many conventions have specific gaming programming 
  that might include the Adventure Card Guild. You can also 
  find local gamers on the messageboards at paizo.com. 
  At this time, Paizo does not support online play for the 
  Pathfinder Society Adventure Card Guild. 
  To find participating stores near you, visit our Store 
  Locator at paizo.com/retailers. 
  Adventure Card Guild 
  Specific Rules
  The unique nature of a shared-world campaign requires 
  alterations to the standard Pathfinder Adventure Card Game 
  rules to ensure that certain rules are enforced the same way 
  at every table, even if a different event coordinator runs each 
  of those tables. Apart from these changes, the standard rules 
  for the Adventure Path are in effect. 
  It’s impossible for the campaign management staff to 
  cover every possible situation or rules interpretation. As such, 
  you may encounter rules combinations or questions during 
  the course of a scenario that aren’t covered in the current 
  rulebook, the Pathfinder Adventure Card Game FAQ on 
  paizo.com, or this guide. In these cases, the event coordinator 
  has the freedom to adjudicate the rules as needed to ensure a 
  fun and fair gaming experience is had by all. 
  For all rules questions not addressed in this section, 
  please consult the most current rulebook for the Pathfinder 
  Adventure Card Game at paizo.com/pacg. If your question is 
  still unresolved, please visit the Pathfinder Adventure Card 
  Game forum at the above URL, or contact the Adventure Card 
  Guild campaign coordinator at pacg@paizo.com. 
  BuilDiNG your CharaCter
  This section elaborates on and in some cases modifies the 
  character creation guidelines found in the current rulebook.
  Unsanctioned Play: An Adventure Card Guild character 
  can only be played in sanctioned and reported Adventure 
  Card Guild games. A character cannot move between playing 
  scenarios from a base set and an Adventure Card Guild 
  season and remain legal for Adventure Card Guild play.
  Tiers: A character can play a scenario with an adventure 
  deck number that is within 1 of his current tier. Tier 1 
  characters, for example, can play scenarios from Adventure 1 
  or Adventure 2 of any season. A Tier 3 character, meanwhile, 
  can play any scenario from Adventures 2, 3, or 4. 
  
  7
  GUIDE TO PATHFINDER SOCIETY ADVENTURE CARD GUILD ORGANIZED PLAY
  Cards List located on the back of the character card. All 
  the cards must come from your Class Deck, but there are 
  two exceptions: You may add one of each of your class’s 
  Owner-associated promo cards from the Iconic Heroes 
  miniatures line (see Promo Cards below), and you may 
  substitute any character card of the same class (along 
  with a matching role and token card) from a base set or 
  Character Add-On Deck. For example, if you’re using 
  the Ranger Class Deck, you may use the ranger Harsk 
  from the Rise of the Runelords Base Set or the Wrath 
  of the Righteous Base Set. Don’t forget to register your 
  character at paizo.com/pathfindersociety. If you can, 
  build your character deck before the game. Appendix I 
  contains pregenerated starting deck lists for the iconic 
  characters in each Class Deck for your reference. 
  Your character deck must meet the Cards List 
  requirements on the back of your character card. You 
  must use cards from your Class Deck box according to 
  the following hierarchy. 
  1. Use cards that have the set indicator B and the 
  Basic trait.
  2. Use cards that have the set indicator B without 
  the Basic trait.
  3. Use cards that have the set indicator 1 and the 
  Basic trait.
  4. Use cards that have the set indicator 1 without 
  the Basic trait,
  … and so on, up to the adventure deck number of 
  your current tier. 
  Card Feats: When a character gains a card feat, she 
  may add a card of that type to her deck using the above 
  hierarchy, then apply a deck upgrade, if it’s relevant. 
  Remember that she may never begin a scenario with a card 
  that has an adventure deck number higher than her tier. 
  Higher-Level Characters: If you’re coming late to the 
  Adventure Card Guild or want to play with an established 
  group or event, you have three options. 
  oPtioN 1: BuilD your oWN CharaCter
  If the scenario you’re playing has an adventure deck 
  number of 3 or higher, you may use any cards that 
  have the set indicator B, as well as any cards with an 
  adventure deck number at least 2 lower than that of 
  the adventure you’re about to play. Your character (and 
  role card, if you’re playing a scenario with an adventure 
  deck number of 4 or higher) may not have any feat boxes 
  checked when you start play. 
  oPtioN 2: Play a PreGeNerateD CharaCter
  If you don’t have a character of the appropriate tier for a 
  scenario you want to play, you may play a pregenerated 
  character of the appropriate tier for the scenario (from 
  Appendix I.) Pregenerated characters have odd-numbered 
  tiers; if you’re playing an even-numbered adventure, use 
  the character with a tier that’s 1 lower than the adventure 
  you’re playing. For example, if you’re playing a scenario 
  from Adventure 4, you must play a Tier 3 pregenerated 
  character. Register the character after the game; you can 
  continue playing it as your own character. 
  oPtioN 3: taKe oNe For the team
  If you play a pregenerated character deck for a scenario 
  (possibly for expediency or table balance) but intend to 
  build your own character deck for later scenarios, you 
  can transfer rewards and play credit you gain playing the 
  pregenerated character to your future character. (You’ll still 
  need the Class Deck of the pregenerated character to play 
  it, of course.) We call this “taking one for the team.” If you 
  register your pregenerated character, this does not count as 
  taking one for the team. That character simply becomes a 
  registered character and keeps all his rewards.
  If you take one for the team, when you fill out your 
  Chronicle sheet, fill in the number of the Adventure 
  Card Guild character who will receive the rewards you’re 
  transferring. When that character advances to a tier that 
  equals the adventure deck number of the scenario you played 
  while “taking one for the team,” that character may gain 
  the transferred rewards before playing any scenario in that 
  tier. Remember, you can gain scenario rewards only once 
  per character, so you cannot transfer a reward to a character 
  who has earned that reward from the same scenario. For 
  example, if you take one for the team by playing Kyra in 00-
  5C, and your Melindra advances to tier 5 later, she could opt 
  to gain the reward before playing any tier 5-legal scenario. If 
  she advances to tier 6 without gaining the reward, however, 
  Melindra loses the reward and play credit.
  You may not take one for the team in solo play.
  solo Play
  Solo play is permitted in Adventure Card Guild scenarios, 
  although we encourage you to find other players. If you play 
  solo with multiple characters, each character can gain deck 
  upgrades and scenario rewards as normal, but only one 
  character may be registered as an official Pathfinder Society 
  Adventure Card Guild character, and only that character may 
  gain a Chronicle sheet for the scenario. You may not play with 
  multiple characters in the same scenario outside of solo play.
  New Advancement System: Tiers
  In Adventure Card Guild play, your character’s tier determines 
  what adventures he can play, what deck upgrades he can 
  access, and what feats he can get. A character’s tier is the 
  ACG equivalent of an RPG character’s level. Every character 
  has a tier, and a starting character’s tier is Tier 1.
  
  8
  GUIDE TO PATHFINDER SOCIETY ADVENTURE CARD GUILD ORGANIZED PLAY
  DoN’t traDe CarDs WheN settiNG uP
  The rules about trading cards during setup do not apply in 
  Adventure Card Guild play. You must begin each scenario 
  only with cards from your own deck, cards awarded by 
  scenario rewards that have been noted on your Chronicle 
  sheet, and cards given to your character as part of the 
  scenario you’re playing. Cards given or exchanged during 
  play should be returned to the owner’s deck or Class Deck 
  box when the game is over. 
  removiNG CarDs From Play
  If you would encounter a boon that requires you to remove 
  it from the game to activate its power, exchange that boon 
  with a random boon of the same type from the game box 
  and encounter that card instead. 
  Death aND DyiNG
  The standard rules about dying generally apply, but when 
  you start your new character, use the “Building Your 
  Character” rules above. Don’t forget to register the new 
  character at paizo.com/pfsacg.
  If your character is dead at the end of a scenario, your 
  character does not gain the scenario reward, even if the rest 
  of the party does, but you are allowed to upgrade your new 
  character deck (see “Upgrading Your Deck,” below.) Build 
  your new character before the party begins upgrading. 
  When your character dies but your party wins the 
  scenario, the party may use the cards you gained during 
  the scenario when they advance their characters, but they 
  may not use any cards from your Class Deck. 
  earNiNG sCeNario reWarDs
  A major difference in Adventure Card Guild play is the 
  method by which you improve your deck after completing 
  a scenario. This happens in two steps: earning scenario 
  rewards and upgrading your deck. 
  The procedure for earning scenario rewards (or 
  adventure rewards, or adventure path rewards) follows 
  the standard rules with one exception: When you would 
  be rewarded with a card from the box, you instead take a 
  random card of the same type from your Class Deck box. 
  The card you take cannot have an adventure deck number 
  higher than that of the scenario you completed. For 
  example, if you just completed a scenario in adventure 2, 
  and the scenario reward was a random item from the box, 
  you would instead take an item with an adventure deck 
  number no higher than 2 from your Class Deck. If you do 
  not have an appropriate item, you do not gain that reward. 
  If the party ran out of the allotted time for the 
  scenario, players do not earn scenario rewards, but they 
  can upgrade their decks. 
  uPGraDiNG your DeCK
  In Adventure Card Guild play, you don’t get to keep the 
  cards that you’ve acquired or otherwise gained during 
  the scenario. Instead, you use them to determine which 
  cards you get to take from your own Class Deck box. Each 
  player will receive exactly one deck upgrade (that is, one 
  card) per scenario, excluding scenario rewards. 
  Begin by sorting all newly acquired cards by card type 
  and place them in the center of the play area. (They’ll 
  be easy to identify, as they should all have an Adventure 
  Path logo instead of a Class Deck logo in the upper-right 
  corner.) If the number of cards in the play area is less than 
  the number of players, roll a d6 and compare it to the 
  table below. Add 1 random card of that type to the play 
  area. Continue rolling and adding until the number of 
  cards is equal to the number of players. 
  d6 Roll
  Boon Type
  1
  Weapon
  2
  Spell
  3
  Armor
  4
  Item
  5
  Ally
  6
  Blessing
  Think of each card in the play area as a potential upgrade 
  consisting of its type and its adventure deck number. When 
  you choose a card from the play area, instead of adding it 
  directly to your character deck, choose a card from your 
  Class Deck box of the same type with an adventure deck 
  number no higher than that of the chosen card. (Remember: 
  If a card has a letter for the set indicator, treat its adventure 
  deck number as 0.) Add that card to your character deck and 
  put the original card back in the game box. For example, if 
  you choose the weapon Dagger +1, a card with a set indicator 
  of 1, you would add a weapon with a set indicator of B or 1 
  from your Class Deck box to your character deck and return 
  the original Dagger +1 to the game box. After you upgrade 
  your deck, record on your Chronicle sheet the type and set 
  indicator of the card you gained. For example, if you gained 
  a weapon card with the set indicator 1, record it as Weapon 1. 
  New Term: Unlock
  Some rewards in Adventure Card Guild play might use the 
  term “unlock.” When you unlock something, you as a player 
  now have the ability to use the unlocked rules item in the 
  specified manner. For example, if you complete the Season 
  of the Shackles and gain the adventure path reward, you 
  can play Enora from Wrath of the Righteous as if she were in 
  the Wizard Class Deck for any Adventure Card Guild scenario 
  or season. This also means you can use any Owner: Enora 
  promo cards in that deck (see “Promo Cards” below.)
  
  9
  GUIDE TO PATHFINDER SOCIETY ADVENTURE CARD GUILD ORGANIZED PLAY
  After upgrading your deck, when rebuilding the rest of 
  your character deck, choose extra cards, if needed, from your 
  Class Deck. Follow the hierarchy in the “New Characters” 
  section, above. 
  Discuss your choices for deck upgrades with the party 
  and come to consensus about who’s taking what. Resolve any 
  contested upgrades with a die roll; highest roll wins. 
  rePlayiNG sCeNarios
  You may replay any Adventure Card Guild scenario 
  as many times as you like, as long as you are of the 
  appropriate tier (see “New Advancement System: Tiers” 
  above.) Your character may only gain the reward from 
  a given scenario, adventure, or adventure path once. 
  However, you may upgrade your deck each time you 
  complete the scenario, and completing the same scenario 
  multiple times counts toward your feat advancement.
  Promo CarDs
  Each Adventure Card Guild character’s Class Deck may 
  contain exactly one copy of each of its class’s Owner-
  associated promo card from the Iconic Heroes product 
  line, indicated with a “Iconic Heroes” banner in the top 
  left and a set indicator of P in the top right. 
  For example, Agna may add one copy of the Teapot and 
  one copy of Biter to her Ranger Class Deck, because those 
  cards have Harsk listed as their Owner, and Harsk is in the 
  Ranger Class Deck. Agna may not have any other promo 
  cards in her Class Deck. She may select the Teapot as an item 
  deck upgrade when she gets one. Harsk, as per the Owner 
  rules in the rulebook, can select the Teapot as part of his  
  starting deck. Promo cards may be added to a Class Deck 
  box at the start of a scenario.
  Organizers may add up to 12 promo cards to the game 
  box, but no more than than one copy of any one card. 
  aCCessory PerKs
  Players who show their support for the Pathfinder 
  Society Organized Play campaign by purchasing special 
  accessories gain the following perks:
  •  A player using an Ultra•PRO Pathfinder Adventure Card 
  Game Character Mat receives the following bonus: once 
  per scenario, at the start of your turn, you may discard a 
  card to draw a card.
  • A player wearing any shirt listed in the Guide to 
  Pathfinder Society Organized Play receives the following 
  bonus: once per scenario, after you roll the dice, you may 
  reroll one die; take the new result.
  CarD sleeves
  Any deck or other pile of cards must contain either all 
  identically sleeved cards or no sleeved cards. Organizers 
  may sleeve the cards in the game box if they wish, but 
  note that to comply with the above rule, additional sleeves 
  may be needed, or some cards may need to be temporarily 
  unsleeved. If you want to use card sleeves with your 
  character deck, you must bring additional identical 
  sleeves to use on cards you accumulate during play.
  Running an Adventure Card 
  Guild Event
  As a Pathfinder Society Organized Play event coordinator 
  running a session at a convention or an in-store event, 
  you have a variety of duties. First and foremost, your goal 
  is to ensure that the players have fun and that the facility 
  staff is happy to have your game at their location. 
  When you are running a convention or in-store event 
  in an allotted time slot, the game needs to be focused 
  on accomplishing the goals of the scenario and dealing 
  with encounters. While we certainly encourage you 
  to allow fun, engaging roleplaying and table talk to 
  take place, if your players are still in the game’s first 
  ten turns an hour after the game started, you should 
  prod them into action. Though they may be having 
  fun, they’ll have considerably less fun later when 
  they’re unable to complete the scenario in the allotted 
  time. Do encourage the players to engage the story by 
  reading the “Read the Following Aloud” text out loud 
  and, when they complete the scenario, concluding with 
  the “Development” text.
  Preparing the Game Box
  The bulk of the preparation time for Adventure Card Guild 
  sessions  lies  in  setting  up  the  game  box  to  be  used  for 
  the game. You may use the standard rules in the current 
  rulebook for preparing the box, but the following options 
  are designed to streamline your setup process.
  Keep the Character Add-On Deck in Small Games: 
  With fewer than five players, the Character Add-On Deck is 
  not required, but if it’s already in the game box, there’s no 
  need to remove it.
  Purge Basics and Elites by Adventure Deck: Each 
  season’s Adventure Path tells you when and how to begin 
  removing cards with the Basic and Elite traits from the game. 
  To make things more interesting and to help you remove 
  the right cards faster, when you add a new Adventure Deck 
  to your game box after adventure 3, remove all cards with 
  the Basic and Elite traits with adventure deck numbers at 
  least three lower than the adventure deck you just added. 
  Purge Basics and Elites on the Fly: Alternatively,  if 
  you  can’t  spend  as  much  time  preparing  the  game  box 
  before play, you can purge the Basic and Elite cards when 
  you encounter them. Just set everything up as usual, and 
  when you run into a card that would have been removed, 
  immediately remove it from the game and replace it with 
  another card of the same type from the game box. 
  
  10
  GUIDE TO PATHFINDER SOCIETY ADVENTURE CARD GUILD ORGANIZED PLAY
  At conventions or large in-store events, you may also be 
  expected to quickly fill out scenario reporting sheets with 
  additional tracking information, so you can report the 
  results of your sessions on paizo.com/pathfindersociety 
  in a timely fashion. See Appendix II: Reporting and 
  Character Tracking for specific instructions. 
  If you are running a home game, your job is less 
  restricted by time constraints and planning, but it still 
  requires some extra effort on your behalf to ensure your 
  campaign is recorded properly. You may take your time 
  playing through a scenario as you see fit. 
  If you have players new to the Adventure Card Game, 
  use an available base set to run them through a demo of 
  the game. Instructions on how to run a demo from the 
  Skull & Shackles or Wrath of the Righteous Base Sets can 
  be found at paizo.com/pacg. 
  leGal taBle size 
  We strongly recommend making 4 players your standard 
  table size. The minimum table size for a Pathfinder 
  Society Adventure Card session is 1 player, although 
  you should consider sitting down and playing with that 
  person. Table size is capped at 6 players. If you have more 
  than 4 players at a table, the appropriate Character Add-
  On Deck must be added to the game box. 
  musteriNG aN eveNt
  Each 
  Pathfinder 
  Adventure 
  Card 
  Game 
  base 
  set 
  accommodates 1 to 4 players. With the Character Add-On 
  Deck, it accommodates 5 or 6 players. 
  Events should be scheduled for 2 hours. This includes 
  15 minutes of setup time before the scenario begins and 
  15 minutes for players to adjust their decks after play. It 
  should take about 10 minutes to prepare the game box plus 
  another 5 minutes to set up the scenario once the players are 
  seated at the table. When mustering tables, make sure all 
  characters are of a tier valid for play with the scenario. Find 
  out what classes players have brought, and try to provide 
  some party balance in terms of party healing versus combat 
  ability. Adventure Card Guild characters will need to work 
  together to survive and succeed. Try not to muster a table of 
  all one class, and try to keep the number of players similar 
  at each table. If more than one player wants to play the same 
  class—or even the same character—that’s okay, but when 
  possible, try to muster them at different tables.
  aFter the eveNt
  Go to each table with reporting sheets and Chronicle 
  sheets, find out how the scenario went, and gather 
  Pathfinder 
  Society 
  ID 
  Numbers 
  and 
  character 
  information. Distribute the Chronicle sheets to players 
  and remind them that the rewards on each scenario can 
  only be gained once. Make sure that players have sorted 
  Appendix I: Pregenerated 
  Characters
  Tier 1 Characters
  BARD clAss Deck: leM
  Feats: None 
  Weapon 
  Light Crossbow (B)
  Spell 
  Arcane Armor (B)
  Spell 
  Cure (B)
  Spell 
  Inflict (B)
  Spell 
  Lightning Touch (B)
  Item 
  Bracers of Protection (B)
  Item 
  Codex (B)
  Ally 
  Dilettante (B)
  Ally 
  Fox (B)
  Ally 
  Troubadour (B)
  Blessing 
  Blessing of Milani (B)
  Blessing 
  Blessing of the Gods (B)
  Blessing 
  Blessing of the Gods (B)
  Blessing 
  Blessing of the Gods (B)
  Blessing 
  Blessing of the Gods (B)
  cleRIc clAss Deck: kYRA
  Feats: None 
  Weapon 
  Longsword (B)
  Weapon 
  Longsword (B)
  Spell 
  Cure (B)
  Spell 
  Fireblade (B)
  Spell 
  Inflict (B)
  Armor 
  Chain Mail (B)
  Armor 
  Wooden Armor (B)
  Item 
  Holy Water (B)
  Ally 
  Sage (B)
  Blessing 
  Blessing of Cayden Cailean (B)
  Blessing 
  Blessing of Pharasma (B)
  Blessing 
  Blessing of Sarenrae (B)
  Blessing 
  Blessing of the Gods (B)
  Blessing 
  Blessing of the Gods (B)
  Blessing 
  Blessing of the Gods (B)
  the cards used in the scenario back into their appropriate 
  spaces in the game box, and you’re done! 
  In Closing
  If you still have questions that this guide hasn’t answered, 
  check out our forums at paizo.com/pfsacg or email 
  pacg@paizo.com. Enjoy the game! 
  
  11
  GUIDE TO PATHFINDER SOCIETY ADVENTURE CARD GUILD ORGANIZED PLAY
  FIGHTeR clAss Deck: VAleROs
  Feats: None 
  Weapon 
  Glaive (B)
  Weapon 
  Greatclub (B)
  Weapon 
  Longspear (B)
  Weapon 
  Longsword (B)
  Weapon 
  Mace (B)
  Armor 
  Chain Mail (B)
  Armor 
  Leather Armor (B)
  Item 
  Crowbar (B)
  Item 
  Signal Whistle (B)
  Ally 
  Master-at-Arms (B)
  Ally 
  Night Watch (B)
  Ally 
  Quartermaster (B)
  Blessing 
  Blessing of the Gods (B)
  Blessing 
  Blessing of the Gods (B)
  Blessing 
  Blessing of the Gods (B)
  RANGeR clAss Deck: HARsk
  Feats: None 
  Weapon 
  Dagger (B)
  Weapon 
  Light Crossbow (B)
  Weapon 
  Longbow (B)
  Weapon 
  Longsword (B)
  Weapon 
  Quarterstaff (B)
  Armor 
  Leather Armor (B)
  Item 
  Amulet of Life (B)
  Item 
  Caltrops (B)
  Item 
  Conch Shell (B)
  Ally 
  Crow (B)
  Blessing 
  Blessing of the Gods (B)
  Blessing 
  Blessing of the Gods (B)
  Blessing 
  Blessing of the Gods (B)
  Blessing 
  Blessing of the Gods (B)
  Blessing 
  Blessing of the Gods (B)
  ROGUe clAss Deck: MeRIsIel
  Feats: None 
  Weapon 
  Dagger (B)
  Weapon 
  Dart (B)
  Armor 
  Buckler (B)
  Item 
  Amulet of Life (B)
  Item 
  Caltrops (B)
  Item 
  Potion of Energy Resistance (B)
  Item 
  Sage’s Journal (B)
  Item 
  Thieves’ Tools (B)
  Ally 
  Burglar (B)
  Ally 
  Carver (B)
  Ally 
  Troubadour (B)
  Blessing 
  Blessing of the Gods (B)
  Blessing 
  Blessing of the Gods (B)
  Blessing 
  Blessing of the Gods (B)
  Blessing 
  Blessing of the Gods (B)
  sORceReR clAss Deck: seONI
  Feats: None 
  Spell 
  Arcane Armor (B)
  Spell 
  Black Spot (B)
  Spell 
  Confusion (B)
  Item 
  Bracers of Protection (B)
  Item 
  Caltrops (B)
  Item 
  Codex (B)
  Ally 
  Guide (B)
  Ally 
  Jinx Eater (B)
  Ally 
  Sage (B)
  Ally 
  Turtle (B)
  Blessing 
  Blessing of the Gods (B)
  Blessing 
  Blessing of the Gods (B)
  Blessing 
  Blessing of the Gods (B)
  Blessing 
  Blessing of the Gods (B)
  Blessing 
  Blessing of Pharasma (B)
  WIZARD clAss Deck: eZReN
  Feats: None 
  Weapon 
  Quarterstaff (B)
  Spell 
  Arcane Armor (B)
  Spell 
  Detect Magic (B)
  Spell 
  Force Missile (B)
  Spell 
  Force Missile (B)
  Spell 
  Lightning Touch (B)
  Spell 
  Lightning Touch (B)
  Spell 
  Magic Weapon (B)
  Spell 
  Phantasmal Minion (B)
  Item 
  Blast Stone (B)
  Item 
  Bracers of Protection (B)
  Item 
  Eye Patch (B)
  Ally 
  Fox (B)
  Ally 
  Jinx Eater (B)
  Ally 
  Sage (B)
  
  12
  GUIDE TO PATHFINDER SOCIETY ADVENTURE CARD GUILD ORGANIZED PLAY
  Tier 3 Characters
  BARD clAss Deck: leM
  Skill Feats: Intelligence +1; Charisma +1
  Power Feats: second power +1,+2
  Card Feats: Ally 4; Blessing 6
  Weapon 
  Dagger +1 (1)
  Spell 
  Charm Person (B)
  Spell 
  Cure (B)
  Spell 
  Lightning Touch (B)
  Spell 
  Paralyze (2)
  Item 
  Ruby of Charisma (1)
  Item 
  Spyglass (1)
  Ally 
  Old Salt (B)
  Ally 
  Retainer (B)
  Ally 
  Raconteur (1)
  Ally 
  Cook (2)
  Blessing 
  Blessing of Erastil (B)
  Blessing 
  Blessing of Milani (B)
  Blessing 
  Blessing of the Gods (B)
  Blessing 
  Blessing of Abadar (1)
  Blessing 
  Blessing of Erastil (1)
  Blessing 
  Blessing of Gozreh (2)
  cleRIc clAss Deck: kYRA
  Skill Feats: Strength +1, +2
  Power Feats: Weapons; first power +2
  Card Feats: Weapon 3; Ally 2
  Weapon 
  Scimitar (B)
  Weapon 
  Scimitar (1)
  Weapon 
  Flaming Scimitar +1 (2)
  Spell 
  Cure (B)
  Spell 
  Augury (1)
  Spell 
  Protect (2)
  Armor 
  Magic Half-Plate (B)
  Armor 
  Magic Shield (B)
  Item 
  Conch Shell (1)
  Ally 
  Smith (B)
  Ally 
  Wanderer (B)
  Blessing 
  Blessing of Cayden Cailean (B)
  Blessing 
  Blessing of the Gods (B)
  Blessing 
  Blessing of Gorum (1)
  Blessing 
  Blessing of Gorum (1)
  Blessing 
  Blessing of Milani (2)
  Blessing 
  Blessing of Sivanah (2)
  FIGHTeR clAss Deck: VAleROs
  Skill Feats: Strength +1; Dexterity +1
  Power Feats: Hand Size 5; second power +1
  Card Feats: Ally 4; Weapon 6
  Weapon 
  Greatclub (B)
  Weapon 
  Spiked Chain +1 (B)
  Weapon 
  Lucerne Hammer (1)
  Weapon 
  Shock Glaive +1 (1)
  Weapon 
  Heavy Pick +1 (2)
  Weapon 
  Scythe +1 (2)
  Armor 
  Chain Mail (B)
  Armor 
  Elven Breastplate (1)
  Item 
  Topaz of Strength (B)
  Item 
  Staff of Minor Healing (1)
  Ally 
  Master-at-Arms (B)
  Ally 
  Soldier (1)
  Ally 
  Merchant (2)
  Ally 
  Rogue Ape (2)
  Blessing 
  Blessing of Cayden Cailean (B)
  Blessing 
  Blessing of Gorum (B)
  Blessing 
  Blessing of Abadar (1)
  RANGeR clAss Deck: HARsk
  Skill Feats: Dexterity +1; Wisdom +1
  Power Feats: Hand Size 6, third power +1
  Card Feats: Armor 2; Ally 2
  Weapon 
  Dagger (B)
  Weapon 
  Light Crossbow (B)
  Weapon 
  Longbow (B)
  Weapon 
  Returning Throwing Axe +1 (1)
  Weapon 
  Deathbane Light Crossbow +1 (2)
  Armor 
  Magic Leather Armor (B)
  Armor 
  Fortified Leather Armor (1)
  Item 
  Emerald of Dexterity (B)
  Item 
  Spyglass (B)
  Item 
  Archer’s Bracers (1)
  Ally 
  Snow Leopard (B)
  Ally 
  Archer (2)
  Blessing 
  Blessing of Erastil (B)
  Blessing 
  Blessing of Erastil (B)
  Blessing 
  Blessing of the Gods (B)
  Blessing 
  Blessing of Gorum (1)
  Blessing 
  Blessing of Milani (1)
  
  13
  GUIDE TO PATHFINDER SOCIETY ADVENTURE CARD GUILD ORGANIZED PLAY
  ROGUe clAss Deck: MeRIsIel
  Skill Feats: Dexterity +1; Intelligence +1
  Power Feats: Hand Size 6; Weapons
  Card Feats: Item 6; Ally 4
  Weapon 
  Dart (B)
  Weapon 
  Deathbane Light Crossbow +1 (1)
  Armor 
  Elven Chain Shirt (1)
  Item 
  Amulet of Life (B)
  Item 
  Emerald of Dexterity (B)
  Item 
  Ivory Dice (B)
  Item 
  Masterwork Tools (B)
  Item 
  Spyglass (1)
  Item 
  Cloak of Elvenkind (2)
  Ally 
  Archer (B)
  Ally 
  Carver (B)
  Ally 
  Old Salt (B)
  Ally 
  Raconteur (1)
  Blessing 
  Blessing of Erastil (B)
  Blessing 
  Blessing of Milani (B)
  Blessing 
  Blessing of Erastil (1)
  Blessing 
  Blessing of Gozreh (2)
  sORceReR clAss Deck: seONI
  Skill Feats: Charisma +1, +2
  Power Feats: first power +1, +2
  Card Feats: Spell 4, Blessing 6
  Spell 
  Arcane Armor (B)
  Spell 
  Mirror Image (B)
  Spell 
  Good Omen (1)
  Spell 
  Web (2)
  Item 
  Token of Remembrance (B)
  Item 
  Crown of Charisma (1)
  Item 
  Wand of Shield (1)
  Ally 
  Surgeon (B)
  Ally 
  Turtle (B)
  Ally 
  Menagerie Keeper (1)
  Ally 
  Apprentice (2)
  Blessing 
  Blessing of Pharasma (B)
  Blessing 
  Blessing of the Gods (B)
  Blessing 
  Blessing of Erastil (1)
  Blessing 
  Blessing of Erastil (1)
  Blessing 
  Blessing of Pharasma (1)
  Blessing 
  Blessing of Abadar (2)
  WIZARD clAss Deck: eZReN
  Skill Feats: Intelligence +1, Wisdom +1
  Power Feats: feat in first power; “When another character at 
  your location attempts a combat check that has the Arcane 
  trait, add 2 to it.”
  Card Feats: Spell 9; Ally 4
  Weapon 
  Allying Dart +1 (1)
  Spell 
  Acid Arrow (B)
  Spell 
  Arcane Armor (B)
  Spell 
  Augury (B)
  Spell 
  Force Missile (B)
  Spell 
  Force Missile (B)
  Spell 
  Lightning Touch (B)
  Spell 
  Phantasmal Minion (B)
  Spell 
  Sphere of Fire (1)
  Spell 
  Web (2)
  Item 
  Token of Remembrance (B)
  Item 
  Sapphire of Intelligence (1)
  Item 
  Staff of Minor Healing (2)
  Ally 
  Jinx Eater (B)
  Ally 
  Sage (B)
  Ally 
  Toad (1)
  Ally 
  Apprentice (2)
  
  14
  GUIDE TO PATHFINDER SOCIETY ADVENTURE CARD GUILD ORGANIZED PLAY
  Tier 5 Characters
  BARD clAss Deck: leM
  Role: Arcane Tinkerer
  Skill Feats: Intelligence +1; Charisma +1, +2, +3
  Power Feats: Hand Size 7; second power +1,+2; “Add 2 to your 
  check to recharge a spell that has the Arcane trait;” “You may 
  recharge a spell that has the Arcane trait to draw a card.”
  Card Feats: Spell 5; Ally 4, 5; Blessing 6
  Weapon 
  Deathbane Light Crossbow +1 (2)
  Spell 
  Cure (B)
  Spell 
  Lightning Bolt (2)
  Spell 
  Incendiary Cloud (3)
  Spell 
  Scrying (3)
  Spell 
  Holy Feast (4)
  Item 
  Ruby of Charisma (1)
  Item 
  Headband of Alluring Charisma (4)
  Ally 
  Social Climber (1)
  Ally 
  Cook (2)
  Ally 
  Duelist (3)
  Ally 
  Valet (3)
  Ally 
  Wayfarer (4)
  Blessing 
  Blessing of Erastil (B)
  Blessing 
  Blessing of Milani (B)
  Blessing 
  Blessing of the Gods (B)
  Blessing 
  Blessing of Abadar(1)
  Blessing 
  Blessing of Gozreh (2)
  Blessing 
  Blessing of Norgorber (3)
  cleRIc clAss Deck: kYRA
  Role: Fireflower
  Skill Feats: Strength +1, +2; Wisdom +1, +2
  Power Feats: Hand Size 6; Weapons; first power +2; second 
  power 4; “You automatically succeed at your check to 
  acquire a weapon.”
  Card Feats: Weapon 3; Spell 4; Armor 3; Ally 2
  Weapon 
  Scimitar (B)
  Weapon 
  Scimitar (1)
  Weapon 
  Flaming Scimitar +1 (2)
  Spell 
  Cure (B)
  Spell 
  Augury (1)
  Spell 
  Major Cure (3)
  Spell 
  Righteousness (4)
  Armor 
  Magic Half-Plate (B)
  Armor 
  Deathbane Shield (2)
  Armor 
  Chainmail of Cold Resistance (3)
  Item 
  Belt of Giant Strength (3)
  Ally 
  Cook (2)
  Ally 
  Evangelist (3)
  Blessing 
  Blessing of Pharasma (B)
  Blessing 
  Blessing of Gorum (1)
  Blessing 
  Blessing of Gorum (1)
  Blessing 
  Blessing of Abadar (3)
  Blessing 
  Blessing of Gozreh (3)
  Blessing 
  Blessing of Besmara (4)
  FIGHTeR clAss Deck: VAleROs
  Role: Daredevil
  Skill Feats: Strength +1, +2; Dexterity +1; Charisma +1
  Power Feats: Hand Size 5; second power +1, +2; “When 
  another character at your location is dealt damage, you may 
  reduce that damage by 1;” “When another character at your 
  location encounters a monster, you may bury a card. That 
  character evades the monster; you encounter it instead.”
  Card Feats: Weapon 6; Armor 3; Ally 4, 5
  Weapon 
  Lucerne Hammer (1)
  Weapon 
  Shock Glaive +1 (1)
  Weapon 
  Scythe +1 (2)
  Weapon 
  Warhammer +2 (2)
  Weapon 
  Longsword +2 (3)
  Weapon 
  Greatclub +3 (4)
  Armor 
  Elven Breastplate (1)
  Armor 
  Magic Full Plate (3)
  Armor 
  Lesser Bolstering Armor (4)
  Item 
  Hat of Glamour (2)
  Item 
  Belt of Giant Strength (3)
  Ally 
  Master-at-Arms (B)
  Ally 
  Squire (1)
  Ally 
  Rogue Ape (2)
  Ally 
  Evangelist (3)
  Ally 
  Clockwork Librarian (4)
  Blessing 
  Blessing of Gorum (B)
  Blessing 
  Blessing of Gozreh (2)
  Blessing 
  Blessing of Achaekek (3)
  RANGeR clAss Deck: HARsk
  Role: Arbalist
  Skill Feats: Dexterity +1, +2; Constitution +1; Wisdom +1 
  Power Feats: Hand Size 6; “When you would discard a 
  weapon that has the Ranged trait for hits power, you may 
  recharge it or put it on top of your deck instead;” feat in 
  second power; third power +1; “At the start of your turn, if 
  you have no weapons in your hand, you may draw 1 card.”
  Card Feats: Armor 2; Item 4; Ally 2, 3
  Weapon 
  Light Crossbow (B)
  Weapon 
  Longbow (B)
  Weapon 
  Returning Throwing Axe +1 (1)
  Weapon 
  Deathbane Light Crossbow +1 (2)
  Weapon 
  Giantbane Dagger +1 (4)
  Armor 
  Fortified Leather Armor (1)
  
  15
  GUIDE TO PATHFINDER SOCIETY ADVENTURE CARD GUILD ORGANIZED PLAY
  Armor 
  Arrow Catching Studded Leather (2)
  Item 
  Spyglass (B)
  Item 
  Archer’s Bracers (1)
  Item 
  Masterwork Tools (1)
  Item 
  Belt of Incredible Dexterity (3)
  Ally 
  Archer (2)
  Ally 
  Giant Badger (3)
  Ally 
  Monkey (3)
  Blessing 
  Blessing of Erastil (B)
  Blessing 
  Blessing of Erastil (B)
  Blessing 
  Blessing of Milani (1)
  Blessing 
  Blessing of Abadar (3)
  Blessing 
  Blessing of Achaekek (4)
  ROGUe clAss Deck: MeRIsIel
  Role: Forger
  Skill Feats: Dexterity +1, +2; Intelligence +1; Charisma +1
  Power Feats: Hand Size 6; Weapons; second power +1; “When 
  you would discard a weapon, you may perform the action 
  with a blessing instead;” “When you would fail your check 
  to acquire an item, you may discard a card to ignore the 
  result and reroll the dice. You must use the second result.”
  Card Feats: Weapon 3; Item 6; Ally 4; Blessing 5
  Weapon 
  Deathbane Light Crossbow +1 (1)
  Weapon 
  Light Crossbow +1 (2)
  Weapon 
  Frost Longbow +1 (3)
  Armor 
  Magic Studded Leather Armor (3)
  Item 
  Emerald of Dexterity (B)
  Item 
  Masterwork Tools (B)
  Item 
  Spyglass (1)
  Item 
  Cloak of Elvenkind (2)
  Item 
  Belt of Incredible Dexterity (3)
  Item 
  Pole (3)
  Ally 
  Archer (B)
  Ally 
  Merchant (2)
  Ally 
  Black Arrow Ranger (3)
  Ally 
  Ataxian (4)
  Blessing 
  Blessing of Erastil (B)
  Blessing 
  Blessing of Abadar (1)
  Blessing 
  Blessing of Erastil (1)
  Blessing 
  Blessing of Gozreh (2)
  Blessing 
  Blessing of Norgorber (3)
  sORceReR clAss Deck: seONI
  Role: Dragon Initiate
  Skill Feats: Charisma +1, +2, +3, +4
  Power Feats: first power +1, +2, +5, +8
  Card Feats: Spell 4, 5; Item 4; Blessing 6
  Spell 
  Arcane Armor (B)
  Spell 
  Frost Ray (1)
  Spell 
  Safe Harbor (2)
  Spell 
  Scrying (3)
  Spell 
  Teleport (4)
  Item 
  Wand of Shield (1)
  Item 
  Headband of Alluring Charisma (3)
  Item 
  Mist Horn (3)
  Item 
  Rabbit’s Foot (4)
  Ally 
  Surgeon (B)
  Ally 
  Incanter (1)
  Ally 
  Cat (3)
  Ally 
  Reveler (3)
  Blessing 
  Blessing of Pharasma (B)
  Blessing 
  Blessing of Erastil (1)
  Blessing 
  Blessing of Pharasma (1)
  Blessing 
  Blessing of Abadar (2)
  Blessing 
  Blessing of Sivanah (3)
  Blessing 
  Blessing of Lamashtu (4)
  WIZARD clAss Deck: eZReN
  Role: Transmogrifier
  Skill Feats: Intelligence +1, +2; Wisdom +1; Charisma +1 
  Power Feats: Hand Size 7; feat in first power; “When another 
  character at your location attempts a combat check that 
  has the Arcane trait, add 2 to it;” “When another character 
  acquires a boon, that character may banish it to draw 1 
  random non-Basic boon of that type from the box;” “Before 
  you reset your hand, you may reveal a spell to treat your 
  hand size as 3, 7, or 10 until the end of the turn.”
  Card Feats: Spell 9, 10; Item 4; Ally 4
  Weapon 
  Light Crossbow +1 (2)
  Spell 
  Acid Arrow (B)
  Spell 
  Augury (B)
  Spell 
  Force Missile (B)
  Spell 
  Frost Ray (1)
  Spell 
  Sphere of Fire (1)
  Spell 
  Dehydrating Touch (2)
  Spell 
  Web (2)
  Spell 
  Dimension Leap (3)
  Spell 
  Scrying (3)
  Spell 
  Mist Horn (3)
  Item 
  Displacement (4)
  Item 
  Sapphire of Intelligence (B)
  Item 
  Staff of Minor Healing (2)
  Item 
  Staff of Heaven and Earth (4)
  Ally 
  Toad (1)
  Ally 
  Apprentice (2)
  Ally 
  Cat (3)
  Ally 
  Scribe (4)
  
  16
  GUIDE TO PATHFINDER SOCIETY ADVENTURE CARD GUILD ORGANIZED PLAY
  Appendix II: Reporting and 
  Character Tracking
  This appendix tells event coordinators how to fill out 
  Adventure Card Guild reporting sheets and report 
  their results online. It also tells players how to register 
  characters, fill out Chronicle sheets, and check the status 
  of online reports about their characters.
  CreatiNG eveNts
  To create an Adventure Card Guild event at a game 
  store or convention, you’ll need to speak to your local 
  venture-captain or venture-lieutenant in charge of 
  Adventure Card Guild play. (To find your local venture- 
  officer, go to http://paizo.com/pathfinderSociety/about/
  regionalCoordinators.)  Your venture-officer will handle 
  the event creation process on the website and provide you 
  with pointers to the materials you’ll need to run the game.
  If you want to run a home play session, you’ll need to 
  download the bundled scenarios at paizo.com (available 
  for purchase in the month after they debut at stores 
  and conventions). Then follow the steps to Create Your 
  Event under the GM/Event Coordinator tab on your My 
  Pathfinder Society page.
  rePortiNG results
  Once you have completed a scenario and filled out 
  everyone’s Chronicle sheets, the event coordinator needs 
  to report the results of the scenario.
  Whether you’re running a game at home, at a store, or 
  at a convention, you should have a scenario tracking sheet 
  for each session you run. These can be found in the back 
  of official Adventure Card Guild scenarios or online at 
  paizo.com/pathfindersociety. As you’re checking over 
  players’ completed Chronicle sheets, make note of each 
  character’s Pathfinder Society Number, character name, 
  and any rewards earned during the scenario.
  As soon as possible after the session ends, go to 
  paizo.com/pathfindersociety and click My Pathfinder 
  Society at the top of the page, then click on the GM/
  Event Coordinator tab and click Report. Follow the 
  instructions carefully, entering the information from 
  this tracking sheet into the form on the website. You’ll 
  note that we collect less information online than each 
  player’s Chronicle sheets contain—this is intentional.
  Event coordinators at retail stores and conventions are 
  generally responsible for printing out scenario tracking 
  sheets, distributing them to volunteers for each session 
  they run, and reporting the results of each session. As 
  each session finishes, simply fill out the items that need 
  to be tracked online on the tracking sheet and turn it in 
  to the coordinator. The coordinator will then input all 
  that information on the website during the convention 
  or shortly thereafter. In retail games and at smaller 
  conventions, the coordinator may wish to designate a 
  player at each table to fill out the tracking sheet.
  Regardless of the location of play, do not forget to 
  report the results—reporting is very important to the 
  success of Pathfinder Society Organized Play!
  reGister aND moNitor your CharaCter oNliNe
  To register a new official Adventure Card Guild character, 
  log onto paizo.com, click the Pathfinder Society logo on 
  the left, and click the My Pathfinder Society link at the 
  top of the page. You’ll be prompted to Register a New 
  Card Game Character. Follow the instructions, and note 
  the number of the new character. Once the character is 
  created, you’ll be able to click the Sessions link next to its 
  name to see a record of its play.
  
  17
  GUIDE TO PATHFINDER SOCIETY ADVENTURE CARD GUILD ORGANIZED PLAY
  Appendix III: Converting a 
  Character to the Tier System
  If you began a character during Season 0, and you wish 
  to play that character outside Season of the Shackles, 
  you’ll need to convert that character to the tier system.   
  • Note the number of skill, power, and card feats you 
  have and which feats you took. Then uncheck those 
  feat boxes on your character sheet.
  • Count the number of scenarios your character has 
  played in your first adventure. If you’ve completed 
  at least one scenario in that adventure, gain a skill 
  feat from among those you previously chose. If you’ve 
  completed at least two in that adventure, gain a power 
  feat from among those you previously chose. If you’ve 
  completed at least four scenarios in that adventure, 
  gain a card feat from among those you previously 
  chose. If you completed the adventure, gain a die 
  bump (and note that on your Chronicle sheet).
  • Repeat the previous step for each adventure you’ve 
  played any scenarios in.
  • Determine your current tier by adding 1 to the number 
  of die bumps you gained; note your tier on your 
  Chronicle sheet. Then go through your character 
  deck. If you have any cards that have adventure deck 
  numbers higher than your tier, replace each with 
  a card of the same type that has an adventure deck 
  number equal to or less than your current tier.
  • Count the number of scenarios you’ve completed since 
  you completed your most recent adventure. That is 
  the number of scenarios you’ve completed at your 
  current tier—if you’ve earned more than one feat 
  of each type per tier, check your math. Note your 
  current number of scenarios completed at this tier 
  on your Chronicle sheet. 
  
  18
  GUIDE TO PATHFINDER SOCIETY ADVENTURE CARD GUILD ORGANIZED PLAY
  Appendix IV: Filling Out a 
  Chronicle Sheet
  This section details how to fill out a Chronicle sheet for 
  your character as he plays through an adventure. We’ve 
  attached an example Chronicle sheet, and the story below 
  explains how it was filled out. 
  Though Chronicle sheets have their associated 
  adventure’s name at the top, you can use them as a 
  continuous log sheet, rolling over to the next adventure’s 
  Chronicle sheet, if you need it. Alternatively, you can 
  record only scenarios that belong to the Chronicle sheet’s 
  associated adventure on it—whatever works best for you. 
  The goal is to keep a complete and accurate record of what 
  your character has played and when. 
  Example: Alex is playing Lem the bard. She begins her 
  journey in Season of the Example’s Adventure 1. She’s 
  written her character’s name and class at the top, along 
  with Lem’s Pathfinder Society character number, now 
  that she’s registered him at paizo.com/pfsacg. 
  Her party successfully completes Scenario 01-1A, and 
  she takes the scenario’s reward for Lem, which is access 
  to the loot card A Pony from the Example Base Set. Good 
  for Lem! Alex also talks the other players into letting 
  her take a weapon 1 deck upgrade for Lem, so that Lem 
  can get his mitts on his coveted Dagger +1 from his Bard 
  Class Deck. Lem’s completed one scenario, so he gains a 
  skill feat. Alex bumps Lem’s Charisma by 1.
  Next, Alex plays Scenario 01-1B and wins, opting to take 
  the scenario reward, but not getting a random reward that 
  she liked. She did wrangle a blessing B deck upgrade, so 
  that Blessing of Erastil Lem wants will be going into his 
  deck. Lem also gains a power feat for winning his second 
  scenario, and Alex chooses to increase his hand size to 7. 
  Her Lem likes to live dangerously.
  Alex had a schedule conflict the following week, so she 
  doesn’t play Scenario 01-1C with her group. Her next play 
  session is Scenario 01-1D. The team wins again, and Alex 
  gains a reward for her Pathfinder Society Roleplaying 
  Guild character. None of the deck upgrade possibilities 
  were interesting, so she didn’t take any. The rest of the 
  party completed the adventure and advanced to Tier 2, 
  and they’ve promised to replay the scenario Alex missed 
  after the next game. What a collegial bunch.
  At the next session, the team begins Adventure 2. The 
  other players are Tier 2 and Alex is Tier 1, so they can all 
  play Scenario 01-2A. After the victory, Lem has completed 
  four scenarios and gained a card feat. Lem can choose to 
  advance to Tier 2 after this scenario, but since the group 
  has agreed to replay Scenario 01-1C, Alex decides to keep 
  Lem at Tier 1 for one more game. She chooses an ally slot 
  with her card feat, and Lem gains an ally 1 deck upgrade 
  to go right into that slot.
  The replay of 01-1C is exciting, coming down to the 
  final turn, and the team is victorious! Lem has now 
  completed five scenarios and one adventure. Since Lem 
  completed the adventure and gained the adventure 
  reward (unlocking Ranzak for Alex’s future Adventure 
  Card Guild play), Lem automatically advances to Tier 
  2, and he’s completed zero scenarios in that tier. Since 
  he completed an adventure, Lem gains a die bump that 
  he can use to influence events in a future scenario. The 
  future is bright for Alex and Lem.
  
   
  Player Name 
  Character Name 
  Pathfinder Society # 
  Character Class
  A.K.A.
  Season of the Example:  
  Adventure 1
  Scenario: 
  Coordinator Initials and Pathfinder Society ID#
  Success?
  Replaying?
  Scenario Reward
  Deck Upgrades
  □ Yes
  □ No
  □ Yes
  □ No
  □
  Taking Reward?
  Tier
  □
  □ Yes
  □ No
  #
  □
  Notes:
  □ Die Bump Gained 
  □ Die Bump Used 
  □ Completed Adventure
  Scenario: 
  Coordinator Initials and Pathfinder Society ID#
  Success?
  Replaying?
  Scenario Reward
  Deck Upgrades
  □ Yes
  □ No
  □ Yes
  □ No
  □
  Taking Reward?
  Tier
  □
  □ Yes
  □ No
  #
  □
  Notes:
  Scenario: 
  Coordinator Initials and Pathfinder Society ID#
  Success?
  Replaying?
  Scenario Reward
  Deck Upgrades
  □ Yes
  □ No
  □ Yes
  □ No
  □
  Taking Reward?
  Tier
  □
  □ Yes
  □ No
  #
  □
  Notes:
  Scenario: 
  Coordinator Initials and Pathfinder Society ID#
  Success?
  Replaying?
  Scenario Reward
  Deck Upgrades
  □ Yes
  □ No
  □ Yes
  □ No
  □
  Taking Reward?
  Tier
  □
  □ Yes
  □ No
  #
  □
  Notes:
  Scenario: 
  Coordinator Initials and Pathfinder Society ID#
  Success?
  Replaying?
  Scenario Reward
  Deck Upgrades
  □ Yes
  □ No
  □ Yes
  □ No
  □
  Taking Reward?
  Tier
  □
  □ Yes
  □ No
  #
  □
  Notes:
  Scenario: 
  Coordinator Initials and Pathfinder Society ID#
  Success?
  Replaying?
  Scenario Reward
  Deck Upgrades
  □ Yes
  □ No
  □ Yes
  □ No
  □
  Taking Reward?
  Tier
  □
  □ Yes
  □ No
  #
  □
  Notes:
  Alex
  Lem
  123456
  1001 Bard
  x
  x
  x
  1
  Loot: A Pony
  x weapon 1
  gained skill feat (charisma)
  completed 1
  x
  x
  x
  1
  –
  x Blessing B
  completed 2
  gained power feat (hand size)
  x
  unlocked Ranzak
  01-1A
  01-1B
  x
  x
  x
  1
  RPG reward  
  see RPG 
  character #12
  completed 3
  01-1D
  x
  x
  x
  1
  ally B
  x ally 1
  gained card feat (ally)  choose not to advance a tier
  completed 4
  01-2A
  x
  x
  x
  2
  item B
  x armor B
  Advanced to tier 2: Bonus Die Bump
  completed 5
  01-1C
  Bob #24601
  5/20/2015
  Bob #24601
  5/27/2015
  Bob #24601
  6/10/2015
  Bob #24601
  6/24/2015
  Bob #24601
  6/24/2015
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/Society/Adventure Card Game/Adventure Card Guild Guide v2.1.pdf