TEXT: ®
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  Lodges of the Pathfinder Society
  The Pathfinder Society maintains an extensive network of lodges throughout the Inner Sea region to provide support to its 
  agents. The lodges shown below are simply the larger and better-known outposts; myriad safe houses exist throughout Golarion.
  Nerosyan
  Nerosyan
  Castle Urion
  Castle Urion
  Hajoth Hakados
  Hajoth Hakados
  Daggermark
  Embeth Forest
  Daggermark
  Embeth Forest
  Thronestep
  Thronestep
  Tymon
  Tymon
  Caliphas
  Caliphas
  Vellumis
  Vellumis
  Tamran
  Tamran
  Vigil
  Vigil
  Magnimar
  Magnimar
  Kalsgard
  Kalsgard
  Woodsedge
  Woodsedge
  Oppara
  Oppara
  Almas
  Almas
  Augustana
  Augustana
  Westcrown
  Westcrown
  Azir
  Azir
  Manaket
  Manaket
  Diobel
  Diobel
  Gurat
  Gurat
  Katapesh
  Katapesh
  Quantium
  Quantium
  Niswan
  Niswan
  Nantambu
  Nantambu
  Katheer
  Katheer
  Kalabuto
  Kalabuto
  N
  Sothis
  Sothis
  Active Lodge
  Inactive Lodge
  Grand Lodge
  Active Lodge
  Inactive Lodge
  Grand Lodge
  Absalom
  Absalom
  Cassomir
  Cassomir
  Karcau
  Karcau
  
  ON THE COVER
  ®
  ™
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  ™
  This product is compliant with the Open Game License (OGL) and is suitable for use with the Pathfinder Roleplaying Game 
  or the 3.5 edition of the world’s oldest fantasy roleplaying game.
  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 Content: All trademarks, registered trademarks, proper names (characters, 
  deities, etc.), dialogue, plots, storylines, locations, characters, artwork, and trade dress. (Elements that have previously 
  been designated as Open Game Content or are in the public domain are not included in this declaration.)
  Open Content: Except for material designated as Product Identity (see above), the game mechanics of this Paizo 
  Publishing game product are Open Game Content, as defined in the Open Gaming 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.
  Pathfinder Player Companion: Pathfinder Society Primer © 2013, Paizo Publishing, LLC. All Rights Reserved. Paizo, Paizo 
  Publishing, LLC, the Paizo golem logo, Pathfinder, Pathfinder Society, and GameMastery are registered trademarks of Paizo 
  Publishing, LLC; Pathfinder Adventure Card Game, Pathfinder Adventure Path, Pathfinder Campaign Setting, Pathfinder 
  Cards, Pathfinder Flip-Mat, Pathfinder Map Pack, Pathfinder Module, Pathfinder Pawns, Pathfinder Player Companion, 
  Pathfinder Roleplaying Game, Pathfinder Tales, and Rise of the Runelords are trademarks of Paizo Publishing, LLC.
  Printed in China.
  Paizo Publishing, LLC 
  7120 185th Ave NE, Ste 120
  Redmond, WA 98052-0577
  paizo.com
  Authors • John Compton and Mark Moreland
  Cover Artist • Taylor Fischer
  Interior Artists • Fabio Gorla, Paul Guzenko,  
  Tim Kings-Lynne, Paolo Puggioni, Matteo Spirito, 
  and Thomas Wievegg
  Creative Director • James Jacobs
  Editor-in-Chief • F. Wesley Schneider
  Senior Editor • James L. Sutter
  Development Lead • Patrick Renie
  Development Team • Logan Bonner, John Compton, 
  Adam Daigle, Rob McCreary, Mark Moreland, and 
  Patrick Renie
  Editorial Team • Judy Bauer, Christopher Carey, and 
  Ryan Macklin
  Editorial Interns • Jay Loomis and Cassidy Werner
  Lead Designer • Jason Bulmahn
  Design Team • Stephen Radney-MacFarland and  
  Sean K Reynolds
  Senior Art Director • Sarah E. Robinson
  Art Director • Andrew Vallas
  Graphic Designer • Sonja Morris
  Production Specialist • Crystal Frasier
  Publisher • Erik Mona
  Paizo CEO • Lisa Stevens
  Chief Operations Officer • Jeffrey Alvarez
  Director of Sales • Pierce Watters
  Sales Associate • Cosmo Eisele
  Marketing Director • Jenny Bendel
  Finance Manager • Christopher Self
  Staff Accountant • Kunji Sedo
  Chief Technical Officer • Vic Wertz
  Senior Software Developer • Gary Teter
  Campaign Coordinator • Mike Brock
  Project Manager • Jessica Price
  Licensing Coordinator • Michael Kenway
  Customer Service Team • Erik Keith, Justin Riddler, 
  and Sara Marie Teter 
  Warehouse Team • Will Chase, Heather Payne,  
  Jeff Strand, and Kevin Underwood
  Website Team • Ross Byers, Liz Courts, Lissa Guillet, 
  and Chris Lambertz
  TABLE OF CONTENTS
  For Your CharaCter 
  2
  WelCome to the PathFinder SoCietY 
  4
  Building a PathFinder 
  6
  Joining the PathFinder SoCietY 
  8
  the SCrollS 
  10
  the SPellS 
  12
  the SWordS 
  14
  Prominent PathFinder lodgeS 
  16
  the PathFinder Field agent 
  18
  WaYFinderS 
  20
  ioun StoneS 
  22
  magiC itemS 
  24
  PathFinder ChroniCleS 
  26
  VanitieS 
  28
  PathFinder SoCietY organized PlaY 
  30
  next month! 
  32
  lodgeS oF the PathFinder SoCietY 
  inSide Front CoVer
  modeS oF traVel 
  inSide BaCk CoVer
  While following his wayfinder toward 
  the next treasure trove, the wizard 
  Ezren is assailed by a pack of deadly 
  wyverns in this piece by Taylor Fischer.
  REFERENCE
  This Pathfinder Player Companion refers to several other Pathfinder Roleplaying Game 
  products and uses the following abbreviations. These books are not required to make use 
  of this Player Companion. Readers interested in references to Pathfinder RPG hardcovers can 
  find the complete rules from these books available for free at paizo.com/prd.
  Advanced Player’s Guide 
  APG
  Ultimate Combat 
  UC
  Ultimate Magic 
  UM
  Inner Sea Magic 
  ISM
  Faction Guide 
  FG
  Knights of the Inner Sea 
  KOTIS
  Pathfinder Society Field Guide 
  PSFG
  Rival Guide 
  RG
  
  ?
  For Your Character
  QUESTIONS TO 
  ASK YOUR GM
  Asking your GM the following 
  questions can help you get the most 
  out of Pathfinder Player Companion: 
  Pathfinder Society Primer.
  Are we playing in the official 
  Pathfinder Society Organized Play 
  campaign? (Can we?)
  Are our characters assumed 
  to already be members of the 
  Pathfinder Society? If they’re not, 
  will our characters be able to 
  become Pathfinders?
  Is our group using the rules for 
  ioun stones having specific resonant 
  powers when placed into wayfinders, 
  or is each ioun stone’s resonant 
  power determined randomly?
  DID YOU KNOW? 
  “Iconic” Pathfinder Eando Kline is 
  named after three esteemed fantasy 
  and science fiction luminaries: brothers 
  Earl and Otto Binder—who wrote such 
  works as “I, Robot” under the pen 
  name Eando Binder—and Swordsman 
  of Mars author Otis Adelbert Kline.
  FOCUS  
  CHARACTERS
  This Player Companion highlights 
  options specific to characters of the 
  following classes.
  BardS
  Ever the adorers of secrets and 
  baubles, bards should find no 
  shortage of material to play with 
  here. A slew of magic items such as 
  new ioun stones (pages 22–23) and 
  wayfinders (pages 20–21) are sure 
  to please magpies, while a look 
  inside the various branches of the 
  Pathfinder Society (pages 10–15) and 
  key Pathfinder lodges (pages 16–17) 
  provides information hounds with 
  useful data.
  inquiSitorS
  The various teamwork feats in 
  this book are sure to be of use to 
  inquisitors, as are the discreet 
  and versatile abilities of variant 
  wayfinders (pages 20–21) and the 
  fantastic might of spells such as 
  sure casting (page 13) and tactical 
  miscalculation (page 15).
  magi
  Practitioners 
  of 
  both 
  swordplay 
  and sorcery will find much at 
  their 
  disposal 
  in 
  this 
  volume, 
  including new spells like collaborative 
  thaumaturgy (page 12) and combat 
  aids such as the deceptive weapon 
  special ability (page 14).
  rogueS
  Skill-oriented characters such as 
  rogues and ninja can benefit from 
  the myriad abilities and bonuses 
  provided by ioun stones (pages 22–23) 
  and discreet magic items like the 
  book thief’s satchel (page 24) and the 
  tightfit belt (page 25). Savvy types who 
  enjoy making a profit on the side can 
  also find new ways to supplement 
  their incomes with new vanities 
  (pages 28–29).
  FOR EVERY 
  CHARACTER
  Certain game elements transcend 
  the particulars of race and class. The 
  following features work equally well 
  for any character in the Pathfinder 
  Roleplaying Game, regardless of 
  whatever the character’s focus, type, 
  or background might be.
  PathFinder gear
  Wayfinders (pages 20–21) and ioun 
  stones (pages 22–23) have been iconic 
  tools of the Pathfinder Society since 
  its inception, and with all the new 
  varieties found in this book, field 
  agents are sure to find just the right 
  type for any given situation.
  PathFinder lodgeS
  Pages 16–17 and the inside front 
  cover note several of the most 
  prominent Pathfinder lodges found 
  throughout the Inner Sea region—
  information sure to be useful to 
  Pathfinders operating out of these 
  locales. In addition, the special 
  bonuses granted to agents heading 
  out from the lodges mentioned in 
  this section make each Pathfinder 
  lodge a worthwhile stop.
  PreStige ClaSS
  Experienced characters from all 
  walks of life can benefit from 
  taking levels in the Pathfinder field 
  agent prestige class (pages 18–19),  
  which grants an array of helpful 
  abilities to ensure these expert 
  Pathfinders are able to adapt to any 
  given situation.
  VanitieS
  Characters who’ve made a name 
  for themselves through previous 
  exploits can enjoy a wide variety 
  of valuable benefits by using the 
  Prestige Points they’ve accumulated 
  during their adventuring careers to 
  purchase the new vanities presented 
  on pages 28–29.
  ADDITIONAL 
  RESOURCES
  This book makes mention of several 
  other sources that those playing 
  Pathfinders might find especially 
  useful. Pathfinder Campaign Setting: 
  Pathfinder Society Field Guide contains 
  information about the Society and a 
  number of useful character options, 
  and the Guide to Pathfinder Society 
  Organized Play (available as a free, 
  downloadable PDF from paizo.com) 
  details everything you need to know 
  to play in the official Pathfinder 
  Society Organized Play campaign.
  In every Pathfinder Player Companion, you’ll find something for your character. This companion includes the following.
  2
  1
  2
  3
  
  RULES INDEX
  In addition to bonuses provided by various Pathfinder 
  lodges (pages 16–17), new ioun stones (pages 22–23), 
  vanities (pages 28–29), and volumes of the Pathfinder 
  Chronicles (pages 26–27), the following rules elements 
  can be found throughout this Player Companion.
  FEAT	
  PAGE
  Collective Recollection (Teamwork) 
  11
  Cut Your Losses 
  15
  Emergency Attunement 
  13
  Esoteric Advantage 
  11
  Improved Day Job 
  8
  Improved Underhanded Teamwork (Combat, Teamwork) 
  15
  Patient Strike (Combat) 
  8
  Planned Spontaneity 
  13
  Quick Preparation 
  9
  Renown 
  9
  Steadfast Mind 
  8
  Tapestry Traveler 
  13
  Uncanny Activation 
  11
  Underhanded Teamwork (Combat, Teamwork) 
  15
  Versatile Spontaneity 
  9
  SPELL	
  PAGE
  Cauterizing weapon 
  14
  Collaborative thaumaturgy 
  12
  Kreighton’s perusal 
  10
  Page-bound epiphany 
  10
  Sure casting 
  13
  Tactical miscalculation 
  15
  TRAIT	
  TYPE	
  PAGE
  Ambush training  
  Combat 
  15
  Clever wordplay  
  Social 
  11
  Insistent benefactor  
  Magic 
  13
  Muscle of the Society  
  Combat 
  15
  Pathfinder’s focus  
  Magic 
  13
  Relic-proof  
  Social 
  11
  MAGIC	ITEM	
  PAGE
  Book thief’s satchel 
  24
  Campsite feather token 
  24
  Coat of pockets 
  24
  Contingent wayfinder 
  20
  First aid gloves 
  24
  Headhunter wayfinder 
  20
  Honeytongue elixir 
  24
  Hypnotic wayfinder 
  20
  Lenses of situational sight 
  25
  Noisemaker wayfinder 
  21
  Pathfinder greatcoat 
  25
  Polish of inconspicuous armor 
  25
  Smuggler’s wayfinder 
  21
  Tightfit belt 
  25
  Truthseeker wayfinder 
  21
  Wayfinder of the planes 
  21
  3
  
  Welcome to the Pathfinder Society
  The Pathfinder Society is an organization of thousands 
  of daring and eager adventurers who value exploration, 
  knowledge, and helping their fellow Pathfinders. Based out 
  of the Grand Lodge in the sprawling metropolis of Absalom 
  in the eye of the Inner Sea, the Society’s field agents venture 
  to the far corners of Golarion and beyond in search of 
  ancient wonders and lost knowledge. They act as chroniclers 
  of the world around them, their reports ranging from the 
  day-to-day activities of an isolated village to the political 
  mechanisms behind some of the world’s most influential 
  powers. Scholars, explorers, mercenaries, heroes—all can 
  find places among the ranks of the Pathfinders.
  CORE VALUES
  As with any organization, the Pathfinder Society has a 
  series of core values that guides its members and upon 
  which all Pathfinders can agree. Since its founding just 
  over 400 years ago, the Society has held as its motto 
  the three tenets which all Pathfinders are expected to 
  uphold: “Explore, report, cooperate.” While different 
  factions have led the society in a variety of directions over 
  the centuries, from these three values the organization 
  has never strayed—so ingrained are they in the heart and 
  soul of all true Pathfinders.
  The first of the three tenets, exploration, is often 
  the value that draws Pathfinders to the organization. 
  Pathfinder hopefuls flock to the Society to indulge 
  their wanderlust and to answer the call of the uncharted 
  regions beyond the edge of the map, unveil the mysteries 
  of the dark caverns beneath the surface world, and 
  discover the infinite potential held in the other realities 
  that populate the Great Beyond. Even Pathfinder agents 
  who feel most comfortable in dusty libraries or ancient 
  learning centers seek new discoveries within the pages 
  of antiquity, indulging in explorations of the mind and 
  the arcane alike. No matter where a Pathfinder goes, 
  exploration is at the heart of her motives.
  The discoveries of a Pathfinder mean little if only she 
  and her companions know of them. Thus the second 
  tenet of the Society, reporting, is also of vital importance 
  to the organization. Thanks to a network of venture-
  captains spread throughout the world, Pathfinder field 
  agents typically need only travel a short distance in order 
  to locate a friendly ear with which they can share their 
  newest finds. These venture-captains in turn pass on 
  the most noteworthy discoveries to their superiors—the 
  anonymous members of the Decemvirate—at the Grand 
  Lodge in Absalom for further review. When these masked 
  Ten (as the members of the Decemvirate are called) feel the 
  exploits of a Pathfinder are worthy of immortality, such 
  reports are included in the Pathfinder Chronicles, an ongoing 
  series of chapbooks distributed widely throughout the 
  organization. These books serve as guides and handbooks 
  for other field agents and inspire those non-members 
  4
  
  who read them to embark on their own new adventures or 
  consider joining the Society.
  While many Pathfinders have reputations as loners or 
  eccentrics, no agent is ever truly alone. In times of need—
  whether while preparing to embark on a dangerous new 
  mission or while on the run from a host of newly made 
  enemies—a Pathfinder can always count on a fellow agent 
  to lend whatever aid possible. Though egos often run high 
  in the Society and every agent wants to be the one credited 
  with a monumental discovery, only the most foolhardy 
  truly believe they can steal from or impede other Society 
  members. Thus, every Pathfinder is expected to help other 
  members at any cost, for it is often only a matter of time 
  until one finds himself in similar need.
  The Pathfinder Society claims that its core values are 
  meant to serve neither benevolent nor malicious ends, 
  but despite the organization’s self-proclaimed neutrality 
  and supposed openness to agents of all walks, most 
  Pathfinders tend to be altruistic or at least impartial 
  rather than wicked. The greed and selfishness of most 
  evildoers does not mesh well with the code of cooperation 
  held by members of the Society.
  ORGANIZATION STRUCTURE
  The membership of the Pathfinder Society consists 
  primarily 
  of 
  field 
  agents—adventurers 
  who 
  travel 
  throughout  Golarion to explore the lesser-seen parts of 
  the world. These field agents are most often simply called 
  Pathfinders. An individual Pathfinder may belong to 
  numerous adventuring groups over the course of her career, 
  whether by following her personal interests and making 
  alliances of opportunity along the way or simply by seeing 
  her companions retire or meet unplanned ends during 
  their shared journeys. In general, however, Pathfinders 
  work in tandem with other field agents when given the same 
  mission by a venture-captain. Sometimes these alliances 
  evolve into parties that travel together their entire careers, 
  but most often, a group of given Pathfinders amiably splits 
  ways upon completing their group assignment.
  Venture-captains, for their part, are generally retired field 
  agents who have either reached an age at which adventuring 
  in dark tombs is no longer desirable, or those who have 
  made sufficiently notable discoveries to attain the title 
  while still in their adventuring prime. Those in the former 
  category are often given oversight of a specific Pathfinder 
  lodge—a chapter house or way station for Pathfinder field 
  agents. These venture-captains serve as facilitators of agents’ 
  exploits, providing materials, knowledge, and contacts to 
  those who embark upon missions from their lodges. At the 
  conclusion of a mission, it is these venture-captains who 
  submit their subordinates’ reports to the Grand Lodge for 
  review and possible publication in the Pathfinder Chronicles.
  Venture-captains who earn their title while still eager 
  and able to continue their field work are generally allowed 
  to do so. These venture-captains often serve as expedition 
  leaders or founders of new lodges in yet unexplored 
  regions, or they take on various positions of authority at 
  the Grand Lodge in Absalom, which requires dozens of 
  venture-captains to manage the hundreds of agents in the 
  city and within the massive lodge.
  The highest echelon a Pathfinder can reach within the 
  organization is to become a member of the Decemvirate. 
  This 10-person committee of anonymous masked agents 
  guides the Pathfinder Society from Skyreach, the central 
  structure of the Grand Lodge. The true identities of the 
  Ten are a closely guarded secret, and from time to time 
  rumors spread that one or more venture-captains have been 
  promoted into the elite circle. The Decemvirate’s secretive 
  nature allows them to keep an eye on the entire organization 
  and remain free from influence of the varying factions at 
  work within the Society.
  Each member of the Ten is believed to have at their 
  disposal one or more high-ranking field agents, whom they 
  send on secret missions—especially dangerous or important 
  ones outside the Society’s normal hierarchy. Among these 
  agents are the Three Deans, the heads of the Society’s three 
  organization-wide branches—the Scrolls, the Spells, and the 
  Swords—who serve as mentors for new recruits and act as 
  liaisons for all Pathfinders independent from the venture-
  captains. The three branches of the Pathfinder Society are 
  explored in more detail on pages 10–15 of this book.
  FAMOUS PATHFINDER SOCIETY DISCOVERIES
  Over its 406-year history, the Pathfinder Society has 
  sponsored expeditions that have netted some of modern 
  history’s greatest discoveries. Some of these findings have 
  become so legendary that they are now part of the common 
  lexicon, and tales of the personalities involved have reached 
  the far corners of the Inner Sea region. Below are but a few 
  such discoveries.
  The	Ruins	of	Azlant: Durvin Gest, the first Pathfinder to 
  become a household name, explored the ruins of the ancient 
  civilization of Azlant far west of the Arch of Aroden. There 
  he discovered, among other things, the mysterious magical 
  technology of wayfinders and ioun stones. The former 
  have become staples of every Pathfinder’s gear, while the 
  latter serve as powerful and mysterious tools to any in the 
  adventuring business.
  Proof	of	the	Drow: In 4707 ar, Pathfinder agent Koriah 
  Azmeren published proof that the subterranean dark elves 
  known as drow truly existed. Previously known only as the 
  subject of legends and bedtime horror stories, the drow’s 
  twisted, demon-worshiping society sent ripples throughout 
  the Inner Sea, especially the elven nation of Kyonin, 
  which had kept the truth of their dark brethren hidden for 
  thousands of years.
  The	Hao Jin Tapestry: When a team of Pathfinders won 
  Goka’s famous Ruby Phoenix Tournament in 4711 ar on behalf 
  of the entire Society, the Decemvirate chose as its prize 
  an artifact known as the Hao Jin Tapestry, which acts as a 
  portable demiplane and has allowed the Pathfinder Society to 
  extend its influence greatly. More information on the Hao Jin 
  Tapestry can be found on the inside back cover of this book.
  5
  
  Building a Pathfinder
  The pursuit of knowledge takes a Pathfinder to all corners of the world, and she must rely on her own training, 
  equipment, and resourcefulness to combat a limitless range of obstacles. Fortunately, many Pathfinders work as part of 
  a team in which each member contributes specific skills and functions to accomplish a difficult task. 
  CHARACTER CHOICES
  Even though many Pathfinders work in teams, an agent 
  can ill afford to sacrifice too much versatility in the 
  name of specialization. A priest must be able to climb 
  a rope, a scholar must swim well enough to stay af loat, 
  and a warrior must not ruin an infiltration mission by 
  freezing up when asked a simple question by a guard. 
  While creating a new character for the Pathfinder 
  Society, it may be tempting to sacrifice some abilities 
  or features in favor of maximizing others, but the 
  advantage of a certain gimmick or niche specialty may 
  be useless (or even detrimental) in missions that call 
  for a different approach. One would do well to keep 
  the following points in mind while creating a new 
  Pathfinder character.
  Versatile Venturer: Natural talent can take a Pathfinder 
  far, but well-honed, well-rounded skills are what keep 
  him alive. Skills for a Pathfinder fall into three major 
  categories: research, the art of learning about a site and 
  predicting its dangers (Knowledge and Perception); 
  negotiation, the art of talking one’s way into a site and 
  out of trouble (Bluff, Diplomacy, and Intimidate); and 
  navigation, the art of traversing difficult terrain and 
  bypassing deadly obstacles (a variety of skills ranging 
  from Climb and Swim to Acrobatics and Disable Device). 
  A capable Pathfinder should aim to be proficient with at 
  least one skill in each of these categories.
  Student for Life: Knowledge skills in particular deserve 
  special attention, since gathering information is vital to 
  a Pathfinder’s primary objective and can help determine 
  the outcome of a mission long before the quest’s climax. 
  Even though a venture-captain might provide the essential 
  intelligence for a mission, it is up to an agent to perform 
  research and legwork to predict likely challenges and 
  prepare for them. A Pathfinder should always study in at 
  least one area of knowledge, with some of the most useful 
  fields being local affairs, magical matters, extraplanar 
  beings, religious sects, and the ways of the natural world. 
  Contingency Planner: Of course, spreading oneself too 
  thin can be just as detrimental as overspecialization. When 
  creating a new Pathfinder character, focus on honing two 
  different approaches to adversarial confrontations and 
  encounters. For instance, a barbarian can easily swing a 
  sword at a violent foe, but being able to pin an enemy 
  for later interrogation would be a good backup talent in 
  cases where a fatality would be inadvisable. Similarly, a 
  wizard who can charm guards and patsies could do worse 
  than to prepare some evocation spells on the side should 
  combat be inevitable.
  Well-Equipped: Preparedness begins with a backpack 
  full of equipment for every situation. Packing a variety 
  of gear ensures that even if one doesn’t have the perfect 
  tool for the job, one might have enough odds and ends 
  to formulate a creative solution. Alchemy often provides 
  an economical and powerful means of diversifying a 
  Pathfinder’s toolkit, and a well-placed thunderstone or 
  tanglefoot bag can spell the end of a potential fight before 
  it even begins.
  Magical Aids: Sometimes, there is simply no substitute 
  for magical consumables. Even the magically inept can 
  drink a potion, and healing a bit before battle may be all 
  that keeps a Pathfinder from later collapsing or dying 
  outright. Likewise, scrolls and wands make for potent 
  expendable items that may require a sizable initial 
  investment, but the cost of saving one’s own life in a pinch 
  rarely has a price too high.
  ITEM KITS
  While a wayfinder is one of a Pathfinder’s most useful 
  tools, a wise field agent knows to bring along a 
  variety of equipment. Each of the following item 
  kits can be purchased to supply a Pathfinder with an 
  array of handy items.
  6
  
  INFILTRATION KIT
  PRICE	140 GP
  WEIGHT	15 LBS.
  This kit is useful to Pathfinders who must practice guile and 
  deception in order to acquire useful information, and includes 
  a set of caltrops, chalk, a disguise kit, an ear trumpetUE, fake 
  footprint shoesUE, a skeleton keyUE, and a wrist sheathUE. For 
  Small creatures, the weight of an infiltration kit is 9 pounds.
  PATHFINDER’S KIT
  PRICE	12 GP
  WEIGHT	22 LBS.
  This kit consists of a backpack, a bedroll, a belt pouch, a clay 
  mugUE, a dagger, two fishhooks, a flint and steel, a sewing 
  needle, a signal whistle, 50 feet of stringAPG, 50 feet of thread, 
  a week’s worth of trail rations, a waterskin, and a whetstone. 
  For Small creatures, the weight of a Pathfinder’s kit is 7–1/2 
  pounds. Leaving the bedroll and rations at camp or on a mount 
  reduces the weight by 12 pounds for Medium creatures and by 
  3 pounds for Small creatures.
  PATHFINDER ROLE
  Although Pathfinders value teamwork, most strive to 
  be self-reliant. These individuals make sure to have all 
  manner of tools, abilities, and boons at their disposal 
  to ensure that they’re never caught off guard. Items 
  marked with an asterisk (*) appear on this page.
  PATHFINDER	SAVANT
  Resourceful Pathfinder at the Ready
  Specialty adaptable adventurer, jack-of-all-trades, versatile 
  field agent
  Race any
  CLASS	OPTIONS
  Class bard; Archetype archaeologistUC; Class	Features rogue 
  talents (canny observerAPG, charmerAPG, guileful polyglot), 
  advanced rogue talents (skill mastery, slippery mind, 
  thoughtful reexaminingAPG)
  Class rogue; Archetype survivalistUC; Class	Features rogue 
  talents (combat trick, resiliency, survivalist), advanced rogue 
  talents (another day, defensive roll, improved evasion)
  PREFERRED	OPTIONS
  Skills Acrobatics, Appraise, Diplomacy, Knowledge (history), 
  Linguistics, Perception
  Feats Combat Expertise, Endurance, Skill Focus (any)
  DESCRIPTION
  A Pathfinder savant is likely what ordinary folk typically think 
  of when someone mentions the word “Pathfinder.” Adept in 
  a broad range of dangerous and delicate situations, a savant 
  negotiates peacefully when it is to his advantage, capably 
  handles combat when discussion fails, and survives the most 
  bizarre environments and challenges that can be found on 
  Golarion—all to ensure the success of his mission and the safety 
  of his teammates. Upon reaching his destination, a savant ably 
  records and recovers everything of interest and returns to his 
  venture-captain in one piece. Whether he studied hard during 
  his training as a Pathfinder or was already worldly when he 
  was recruited, this jack-of-all-trades must be able to recognize 
  an important find and prepare intelligently before setting out 
  into unfamiliar locales. While some Pathfinders find these 
  independent-minded field agents difficult to work alongside, 
  none can deny the sheer usefulness, talent, and cunning of 
  such canny adventurers.
  ROLEPLAYING
  Persona capable, educated, haughty, open-minded, 
  professional, quick-witted
  Preferred	Equipment fishing net, infiltration kit*, Pathfinder’s 
  kit*, pole; Preferred	Languages dead languages (Ancient 
  Osiriani, Azlanti, Thassilonian), Draconic
  ADVICE FOR NEOPHYTES
  Veteran Pathfinders may have any number of pieces of 
  advice for rookie field agents; the following are some of 
  the most well-known maxims disseminated throughout 
  the Pathfinder Society.
  Be	 a	 Pathfinder	 First: For years, nations around the 
  Inner Sea region have engaged in a shadow war for 
  influence over Absalom, and many Pathfinders aided 
  one of these factions in return for favors. Focusing too 
  heavily on performing these factions’ requests can lead 
  to the team’s failure, and so Pathfinders should always 
  remember to whom they’ve assigned their allegiance first 
  and foremost: the Society.
  Don’t	 Sacrifice	 the	 Future	 for	 the	 Past: Too often 
  Pathfinders become so focused on success that they fail to 
  remember that retreat is almost always an option. If one 
  is ill-prepared for an excavation or mission, it is sometimes 
  wiser to temporarily back out and reassess the situation 
  rather than haphazardly stumble onward.
  Explore,	Report,	Cooperate: These three words define 
  the ideal operative’s behavior in the society. Without 
  finding and sharing knowledge, being a Pathfinder quickly 
  degrades into purposeless tomb robbing. Many Pathfinders 
  emphasize the third tenet of their order, working to iron 
  out differences with companions before accompanying 
  them into the field where an ill-timed disagreement might 
  result in disaster.
  A	Fight	Not	Fought	Is	a	Battle	Won: Despite the Society’s 
  many rivals, a large percentage of people are ambivalent 
  or even friendly to the Pathfinder Society. Not every 
  encounter must be resolved with violence; sometimes it is 
  best to simply avoid a confrontation altogether in order to 
  save the Pathfinder’s energy and resources.
  Pack	 More	 Than	 You	 Need: It is better to be over-
  prepared than to curse one’s lack of foresight. Even if the 
  extraneous equipment proves too heavy later in the trip, 
  having to abandon a few disposable tools is a small price to 
  pay for having the perfect tool for the job when an unlikely 
  situation arises.
  Two	Friends	for	Every	Enemy: Recovering history might 
  involve trespassing, subterfuge, violence, and competition 
  against groups or even entire nations that do not share the 
  Pathfinders’ priorities. When possible, it is important to 
  help those in need and gain the trust of others; in this line 
  of business, a Pathfinder needs all the friends she can get.
  7
  
  Joining the Pathfinder Society
  For centuries, children across the Inner Sea have listened wide-eyed to tales from the Pathfinder Chronicles and dreamed 
  of becoming Pathfinders themselves one day. Each year, hundreds of potential Pathfinder agents make their way to the 
  Grand Lodge in Absalom or other lodges throughout the world in the hopes of earning wayfinders of their very own.
  Many would-be Pathfinders lack the stomach to serve 
  as agents in the field, ultimately finding themselves 
  abandoning their hopes or taking supporting roles within 
  the organization (most often as librarians and clerks). The 
  Pathfinder Society’s leadership privately prefers to bring 
  new adventurers into the organization via field commission 
  rather than enlisting volunteers, as it saves the group the 
  effort of training initiates bound to wash out or die on their 
  first unsupervised mission. But the Pathfinder Society 
  would be remiss not to at least give those interested parties a 
  chance. That means there are two efficient paths to joining 
  the Pathfinders: training and field commission.
  When creating a character that is a member of the 
  Pathfinder Society, the player should decide whether 
  her character joined via standard training or via field 
  commission. While this decision has no gameplay effects, 
  each route has vastly different implications regarding a 
  character’s background and personality, and the way a 
  character first earns his wayfinder often says much about 
  how he’ll conduct himself afterward.
  TRAINING
  The most common way the Pathfinder Society screens 
  potential Pathfinders for talent and drive is through 
  an arduous 3-year period of training and testing, which 
  take place either on the grounds of the Grand Lodge 
  in Absalom or another prominent lodge in Avistan or 
  Garund. After a series of basic tests to determine if an 
  applicant even stands a chance, initiates begin a series 
  of lessons and increasingly challenging tests to prepare 
  them for dangers in the field. Many initiates see the 
  menial tasks that make up much of their training as 
  mere chores, but those who pay attention to the deans of 
  the Grand Lodge—Master of Scrolls Kreighton Shaine, 
  Master of Spells Aram Zey, and Master of Swords Marcos 
  Farabellus—and their Pathfinder instructors can learn 
  much if they realize the lessons inherent within the 
  unceremonious errands assigned to them.
  After 3 years of training, an initiate gets the chance to take 
  a final test, called Confirmation. This challenging exam 
  is effectively the initiate’s first mission as a Pathfinder. 
  Those who complete Confirmation successfully receive 
  their wayfinders and become full-fledged Pathfinders, 
  while those who fail are honorably discharged from the 
  Society. Particularly ambitious or gifted initiates might 
  convince the deans to allow them to attempt Confirmation 
  early—these are generally initiates who could have earned 
  field commissions had their lives led them to adventure 
  first instead of to the gates of the Grand Lodge.
  Though this path of careful training isn’t as glamorous 
  as a field commission—and certainly not a good fit for 
  headstrong Pathfinders who lack patience or a dedication 
  to hard work—some of the greatest Pathfinders of all time 
  have earned their wayfinders this way. Pathfinders who have 
  undergone training (whether they spent all 3 years under 
  the deans’ watchful eyes or passed Confirmation early) can 
  take the following feats.
  imProVed daY JoB
  You learned the importance of an honest day’s work 
  while training as an initiate of the Pathfinder Society.
  Prerequisite: Ability to attempt Day Job checks (see 
  the Guide to Pathfinder Society Organized Play).
  Benefit: You gain a +3 bonus on Day Job checks using 
  one skill you choose when you take this feat. This bonus 
  stacks with other feats that grant a bonus to the chosen 
  skill, including Skill Focus.
  Patient Strike (ComBat)
  Your training under the Master of Swords has taught 
  you that a well-timed strike is worth waiting for and 
  that patience will serve you well in the long run.
  Prerequisite: Int 13.
  Benefit: You can choose to ready an attack as a full-
  round action instead of a standard action. When you do 
  so, you gain a +2 bonus on your attack roll when your 
  readied action triggers.
  Normal: Readying an attack is a standard action and 
  doesn’t grant a bonus on your attack roll.
  SteadFaSt mind
  You can concentrate even in the direst circumstances, 
  and know how to retain your magic even when it would 
  otherwise be wasted.
  Prerequisite: Cha 15, Int 15, or Wis 15 (see special).
  Benefit: Whenever you fail a concentration check while 
  casting defensively and would normally lose a prepared 
  spell or spell slot, you may attempt a Will save (DC = 15 
  + spell level) to retain the spell as though you had not 
  attempted to cast it. The failed concentration check still 
  results in the spell’s failure, even if the spell is retained.
  Special: To gain the benefits of this feat, you must 
  meet the prerequisite that matches the ability score you 
  use to determine your save DCs, bonus spells per day, 
  and ability to cast spells of a given level. If you gain spells 
  from multiple classes, you must meet the prerequisite 
  ability score for each class to gain the benefits of this 
  feat when casting spells from that class’s spell list.
  8
  
  FIELD COMMISSION
  Adventurers who prove exceptionally talented might 
  stumble upon the track to becoming a Pathfinder 
  without even realizing it. Through a field commission, 
  an explorer earns instant acceptance into the Pathfinder 
  Society based on an established record of significant 
  discoveries or exceptional deeds relating to the three 
  Pathfinder tenets. Field commissions aren’t given lightly, 
  and some adventurers work their entire lives to earn a 
  wayfinder. However, a Pathfinder hopeful who captures 
  the eye of a local venture-captain, performs a noble or 
  valuable service to a Pathfinder in the field, or uncovers 
  a truly notable location, treasure, or power can quickly 
  prove he’s up to the task of joining the Society.
  Though Pathfinders who pay their dues during years 
  of training sometimes begrudge field-commissioned 
  agents their “accidental Confirmations” and view them 
  as loose cannons or lucky fools, venture-captains feel 
  reassured in sending seasoned adventurers on missions 
  since their years of informal preparation make their 
  safety and success more certain than those of green 
  initiates fresh out of the training yard. While this wisdom 
  doesn’t always hold true, it is worth noting that the 
  mortality rate of newly field-commissioned Pathfinders 
  is less dramatic than that of traditionally trained field 
  agents who’ve yet to even see a comrade bleed.
  Characters of virtually any class or from any walk of 
  life can find themselves recipients of Pathfinder Society 
  field commissions, though the greatest share of those 
  called upon for their previous service are untrained or 
  self-taught adventurers such as barbarians and rangers, 
  or individuals with mysterious innate abilities that 
  weren’t honed so much as manifested, such as sorcerers 
  and oracles. Pathfinders who earned their wayfinders 
  and entry to the Society via a field commission can take 
  the following feats.
  quiCk PreParation
  Early on in your adventuring career, you learned (perhaps 
  the hard way) how to prepare your spells even when put 
  under extreme time constraints.
  Prerequisite: Ability to prepare spells.
  Benefit: When preparing spells, you halve the time 
  necessary to do so.
  Normal: Preparing all of your spells takes 1 hour.
  renoWn
  Word of your pre-Pathfinder accomplishments precedes 
  you, and you know how to make the most of your 
  previous reputation.
  Benefit: When in a settlement of 5,000 people or more, 
  treat your Fame score as 2 higher for the purposes of 
  qualifying for Prestige Awards or purchasing equipment. 
  This feat doesn’t grant you any additional Prestige Points.
  Normal: Your Fame score is determined by the total 
  number of Prestige Points earned over the course of 
  your career.
  VerSatile SPontaneitY
  You made a good name for yourself in the Pathfinder 
  Society in part because you knew how to prepare for 
  the challenges before you, even if your natural magical 
  abilities lend themselves less to preparation and more 
  to spontaneity.
  Prerequisites: Int 13 or Wis 13 (see Special), ability to 
  spontaneously cast 2nd-level spells.
  Benefit: When you regain spell slots at the start 
  of the day, you may opt to prepare one spell you don’t 
  know in place of a daily spell slot 1 level higher than the 
  prepared spell’s level. To do so, you must have access to 
  the selected spell on a scroll or in a spellbook, and the 
  spell must be on your spell list (even if it is not one of 
  your spells known). This process takes 10 minutes per 
  spell level of the selected spell. You can cast the selected 
  spell a single time, expending the spell 
  slot as though it were a known spell 
  being cast by you. Preparing a spell 
  in this manner expends a scroll but 
  not a spellbook. A spell prepared in 
  this way is considered its actual level 
  rather than the level of the 
  spell slot expended. You can 
  apply metamagic feats to the 
  spell as normal, as long as the 
  spell’s actual level plus the 
  increases from metamagic 
  feats is 1 level lower than 
  the highest-level spell you can 
  cast. For example, a 12th-level 
  sorcerer with this feat, a scroll of 
  fireball, and the Empower Spell 
  metamagic feat could prepare 
  an empowered fireball spell in 
  her 6th-level spell slot.
  Special: If you spontaneously 
  cast arcane spells, you must 
  have an Intelligence score of 
  at least 13 to take this feat. 
  If you spontaneously cast 
  divine spells, you must have 
  a Wisdom score of at least 13 
  to take this feat. If you have 
  both arcane and divine 
  spellcasting classes, you 
  can use this feat to prepare 
  a spell using a given class’s 
  spell slot as long as you 
  meet the associated ability 
  score prerequisite.
  Master of Scrolls  
  Kreighton Shaine
  9
  
  The Scrolls
  Knowledge-Hunting Philomaths
  Master	of	Scrolls: Kreighton Shaine
  Objectives: Research forgotten lore, reveal famous 
  mysteries, uncover lost artifacts
  Suggested	Characters: Archaeologists, traveling scholars, 
  treasure hunters
  Pathfinders who follow the teachings of Kreighton 
  Shaine and the other prominent members of the Scrolls 
  branch have a fervent, almost obsessive appreciation 
  for knowledge and learning. Many Scrolls Pathfinders 
  are content to spend their careers researching in the 
  dusty libraries of Pathfinder lodges or investigating the 
  little-understood relics picked up on other Pathfinders’ 
  excursions, but a fair number of these academic 
  historiographers still prefer to spend their time 
  entrenched in the field rather than buried in books.
  TEACHINGS OF THE SCROLLS
  When they’re not researching moldering tomes in dusty 
  libraries or poring over mysteries from ages past, 
  Pathfinders of the Scrolls adhere to a loose set 
  of guidelines and principles to make the most of 
  their experiences in the field.
  Watch First, Act Later: Before jumping headfirst into 
  a potentially dangerous confrontation, it’s always best 
  to analyze one’s surroundings, get a good feel for 
  the situation at hand, and examine potential courses of 
  action and their prospective outcomes.
  Record Everything: The name of the bartender who 
  served you last night may not have seemed important 
  at the time, but Pathfinders of the Scrolls know that 
  every person they meet, place they visit, and object they 
  handle is a potential clue to any puzzle at hand. Wise 
  agents know to record even the minutest details while 
  in the field.
  Come Prepared: Pathfinders of the Scrolls know that 
  knowledge can be mightier than a sword in the right 
  situations. The value of visiting a well-stocked library or 
  consulting a renowned local sage before embarking on 
  an important mission should never be underestimated.
  SPELLS
  Pathfinder members of the Scrolls prize spells that secure 
  information and allow a spellcaster to quickly understand 
  new material. The following spells are a boon to Scrolls 
  Pathfinders who make use of them.
  KREIGHTON’S	PERUSAL
  School divination; Level bard 1, cleric 1, magus 1, sorcerer/
  wizard 1
  Casting	Time	1 standard action
  Components V, S
  Range touch
  Target	book touched
  Duration instantaneous
  Saving	Throw Will negates (harmless, 
  object); Spell	Resistance yes (harmless, object)
  You gain a brief but incomplete understanding of one book’s 
  contents, equivalent to having skimmed its pages for 1 
  hour. This insight is not sufficient to translate unknown 
  languages, decipher codes, or memorize text, but it 
  does allow the caster to learn what topics the book discusses—
  invaluable to a Pathfinder who must make a snap decision when 
  performing research or deciding whether or not to abscond with 
  a volume. In addition, you instantly benefit from any bonuses or 
  effects the book would normally grant to anyone who reads it for 
  1 hour (such as the bonuses gained from reading volumes of the 
  Pathfinder Chronicles; see pages 26–27).
  PAGE-BOUND	EPIPHANY
  School divination; Level bard 2, cleric 2, magus 2, 
  sorcerer/wizard 2
  Casting	Time 1 round
  Components V, S, F (a book with blank pages)
  Range personal
  Duration 1 round/level (see text)
  Saving	Throw none; Spell	Resistance no
  You magically scour the world’s libraries for information that 
  might refresh your memory about a topic. Upon casting this 
  10
  
  spell, the focus book’s pages fill with snippets and selections 
  from countless books. You can spend up to 1 round per caster 
  level (maximum 10) reading these notes. You may cease reading 
  at any time, and when you do you can immediately attempt 
  one Knowledge check with a +1 circumstance bonus for each 
  round you spent studying the book (maximum +10). The writing 
  disappears when the spell ends, and if you fail to succeed at a 
  Knowledge check on the round you stop reading the notes, you 
  don’t gain the benefits of this spell.
  FEATS
  Members of the Scrolls specialize in adeptly acquiring 
  and applying knowledge to benefit the Society and 
  advance their faction’s goals. Pathfinders who belong to 
  the Scrolls branch of the Pathfinder Society may take the 
  following feats.
  ColleCtiVe reColleCtion (teamWork)
  You and your allies can quickly jog each other’s memories 
  to remember essential facts.
  Benefit: When an ally who also has this feat attempts a 
  trained Knowledge skill check while within 30 feet 
  of you, you may attempt an aid another check 
  as a free action to improve that ally’s skill 
  check. You must have at least 1 rank in the 
  Knowledge skill to be aided in order to 
  use this feat. If you succeed at the aid 
  another check, you automatically know 
  any information your ally gains from 
  the Knowledge check as if you had 
  rolled the Knowledge check. Whether or 
  not your aid another check is successful, 
  you cannot attempt a Knowledge check 
  to determine the same information as your 
  ally after using this feat.
  eSoteriC adVantage
  You’re able to discern subtle and ineffable flaws in a 
  creature’s defenses.
  Prerequisite: Knowledge (arcana, dungeoneering, local, 
  nature, planes, or religion) 3 ranks.
  Benefit: After identifying an individual creature with a 
  successful Knowledge skill check, you can spend a move 
  action to adapt your tactics to reduce that individual’s 
  natural defenses. Choose one of the following abilities that 
  you identified: damage reduction, energy resistance, or 
  spell resistance. For the next 24 hours you treat the selected 
  ability as if it were 2 lower, to a minimum of 0 (for instance, 
  you would treat DR 5/magic as if it were DR 3/magic). You 
  can only benefit from this feat against one single creature 
  at a time. If you use this feat to adapt your tactics to 
  another individual before 24 hours have passed since you 
  last adapted to a creature, the benefit provided against the 
  first individual ends and is replaced by the benefit against 
  the second individual. You can switch which identified 
  creature you have adapted your tactics to (including which 
  special ability you wish to treat as lower) as a move action.
  unCannY aCtiVation
  You can coax greater power out of 
  magical devices.
  Prerequisite: Use Magic Device 12 ranks.
  Benefit: If you exceed the Use Magic 
  Device DC to activate a spell completion or 
  spell trigger item by 5 or more, you can increase the 
  item’s caster level by 1 for determining the spell’s effect. 
  Alternatively, if you exceed the Use Magic Device DC by 
  10 or more when activating a magic item with charges, 
  you can expend an additional charge to increase the 
  caster level by 2 levels. Regardless, you can’t increase an 
  item’s caster level to one that is higher than your own 
  caster level.
  SOCIAL TRAITS
  The following social traits are available to members of 
  the Scrolls.
  Clever Wordplay: Your cunning and logic are more 
  than a match for another’s confidence and poise. Choose 
  one Charisma-based skill. You attempt checks with that 
  skill using your Intelligence modifier instead of your 
  Charisma modifier.
  Relic-Proof: Your experiments—both your successes and 
  failures—have inured you to the effects of stored magic. 
  You gain a +1 trait bonus on saving throws against effects 
  produced by spell completion and spell trigger items.
  ALLIES OF THE PATHFINDER SOCIETY
  Since its founding in August 2008, the Pathfinder Society 
  Organized Play campaign has published over 150 adventures 
  unique to the campaign, and has incorporated elements of 
  dozens of other modules and Adventure Paths to make a 
  robust campaign of literally hundreds of paths for a character 
  to take over her career. The following are just two of the 
  many allies that Pathfinders have made over the years.
  THE	BLAKROS	FAMILY
  The Pathfinder Society has been working for years to secure 
  an alliance with the influential and mysterious Blakros 
  family, whose Blakros Museum in Absalom has been the 
  location of several notable missions. Recently, the Pathfinder 
  Society helped the family’s eldest daughter select a husband 
  worthy of taking the Blakros name, all while protecting her 
  from denizens of the Shadow Plane to whom the family 
  owes a generations-old debt.
  DWARVES	OF	THE	FIVE	KINGS	MOUNTAINS
  Most recently, the Pathfinder Society uncovered the location of 
  a previously lost dwarven Sky Citadel—an abandoned 
  fortress-city built by the first dwarves to reach 
  Golarion’s surface. Now the Society must work 
  alongside the dwarves of the Five Kings 
  Mountains to reach the ruin, located in the 
  middle of the demon-infested wasteland 
  known as the Worldwound.
  11
  
  The Spells
  Studied Pursuers of Eldritch Lore
  Master	of	Spells: Aram Zey
  Objectives: Discover magical anomalies, invent new 
  spells, practice the arcane arts
  Suggested	Characters: Arcane researchers, planar 
  travelers, practiced arcanists 
  As befits their name, Spells Pathfinders occupy themselves 
  with all manner of magical, occult, and mystical dealings. 
  Adherents of the Spells branch are particularly useful 
  in situations where Pathfinders might run afoul of 
  unearthly enemies, supernatural traps, or dangerous 
  lost arcana. Though not all members of the Spells are 
  spellcasters, most are. Those who can’t cast spells of 
  their own typically either have a simple appreciation for 
  the arcane or are drawn to the Spells to learn how to best 
  combat spellcasting foes they might face on missions.
  FIVE SPELLS EVERY 
  PATHFINDER SHOULD KNOW
  With as many spells as there are in the world, 
  it’s difficult to know which ones to prioritize 
  when preparing for an adventure. 
  The following five spells are highly 
  recommended by experienced Spells 
  Pathfinders. Whether they’re known by 
  heart, prepared every morning, written on 
  a scroll, or held in a potion or wand, these are spells every 
  Pathfinder should consider before leaving the lodge.
  Align Weapon: Creatures from other planes of existence 
  often have weaknesses to weapons attuned to opposing 
  alignments. When faced with such a foe, this spell can 
  be a lifesaver.
  Comprehend Languages: When a Pathfinder agent 
  reaches the final burial chamber in a dangerous crypt, 
  the last thing she wants to find is some important-
  looking inscription written in an unknown language.
  Disguise Self: When a Pathfinder’s identity becomes a 
  liability to completing the mission at hand, sometimes 
  putting on a new face is the easiest course of action.
  Dispel Magic: When faced with a magical obstacle that 
  seems to have no solution, this spell can serve as a last-
  resort option to overcome arcane obstructions.
  Invisibility: When the going gets tough and retreat is 
  the only way to survive a fight, nothing aids an escape 
  like disappearing into thin air. It’s great for sneaking 
  into places, too!
  SPELLS
  It should come as no surprise that Pathfinders who adhere 
  to the methods of the Spells branch of the Society have 
  invented and honed numerous arcane tools of their own.
  COLLABORATIVE	THAUMATURGY
  School universal; Level	bard 3, cleric 3, druid 3, magus 3, 
  summoner 3, sorcerer/wizard 3, witch 3
  Casting	Time 1 immediate action
  Components V, S, F (a bronze tuning fork)
  Range close (25 ft. + 5 ft./2 levels)
  Target one creature
  Duration instantaneous
  You tap into the magical resonance between you and 
  your allies to enhance one another’s magic. Cast 
  this spell when an ally casts a spell at least 1 level 
  lower than the highest-level spell she can cast. 
  The ally casts her spell as if one of the following 
  metamagic feats were applied to it without 
  increasing the spell level or casting time: 
  Enlarge Spell, Extend Spell, Silent Spell, or Still 
  Spell. If the ally is the target of two collaborative 
  thaumaturgy spells when casting a spell, the ally 
  can instead apply the Empower Spell metamagic 
  feat to a spell at least 2 levels lower than the 
  highest-level spell she can cast. Finally, if the ally 
  is the target of three collaborative thaumaturgy 
  spells when casting a spell, she can instead apply 
  the Maximize Spell or Widen Spell metamagic 
  feat to a spell at least 3 levels lower than the 
  highest-level spell she can cast. You can’t target 
  yourself with collaborative thaumaturgy.
  
  SURE	CASTING
  School divination; Level bard 1, cleric 1, inquisitor 1, sorcerer/
  wizard 1, witch 1
  Casting Time 1 standard action
  Components V, F (a square of cloth and a needle)
  Range personal
  Target you
  Duration 1 round (see text)
  You gain temporary insight into your enemies’ magical defenses. 
  When you next cast a spell before the end of the next round, 
  treat your caster level as 5 higher than normal for the purpose of 
  overcoming spell resistance. This bonus doesn’t increase any other 
  effects that depend on caster level, such as the spell’s damage or 
  range, and affects only the first spell cast after sure casting.
  FEATS
  Scrolls Pathfinders may take the following feats.
  emergenCY attunement
  You can adapt your defenses to any situation.
  Prerequisite: Spellcraft 7 ranks.
  Benefit: As a standard action, you can alter one of 
  your ongoing abjuration or transmutation spells. 
  It must be currently affecting you and must 
  grant a choice of options when cast. You 
  change its benefit to a different one from 
  the same list. In order to accomplish this, 
  you must make a successful Spellcraft 
  check (DC equal to 10 + the level of the 
  spell to be altered). The duration of 
  the spell is reduced to half of the spell’s 
  remaining duration. For example, a 7th-
  level wizard could change her resist energy 
  (fire) spell with 50 minutes of its duration 
  remaining into resist energy (cold), but the new 
  duration would be 25 minutes. This ability does not 
  change the benefit for any other creatures targeted by the 
  original spell.
  Planned SPontaneitY
  You have a measure of flexibility when preparing spells.
  Prerequisites: Knowledge (arcana) 9 ranks, ability to 
  prepare and cast 4th-level spells.
  Benefit: Once per day when you prepare spells, you can 
  designate one spell slot from each of up to three different 
  spell levels that are lower than the highest-level spell that 
  you can cast. In each designated slot you can memorize two 
  different spells of the respective level. You can cast either 
  spell as normal, but when you do, the spell consumes both of 
  the spells prepared in that spell slot.
  Special: A wizard can select this feat as one of his 
  bonus feats.
  taPeStrY traVeler
  Your many visits to the Hao Jin Tapestry demiplane have 
  made you an expert in long-distance travel.
  Prerequisite: Character level 5th.
  Benefit: You cast spells of the 
  teleportation subschool as though 
  your caster level were 2 higher, and 
  you treat yourself as one step more 
  familiar when teleporting to an established 
  Pathfinder lodge with the teleport spell. If you can 
  teleport as a supernatural ability, you treat your class 
  level as if it were 2 higher when calculating the total 
  distance that you can travel with this ability.
  MAGIC TRAITS
  The following magic traits are available to members of 
  the Spells.
  Insistent Benefactor: Pathfinders of different backgrounds 
  don’t always realize what’s best for them, and you have 
  perfected the art of forcing your magical boons on your 
  allies. Whenever you cast a harmless spell, you gain a +2 trait 
  bonus on caster level checks to overcome spell resistance, 
  and the saving throw DC of the spell (if any) is increased by 2.
  Pathfinder’s Focus: You can select a magnetic compass for 
  your arcane bond class feature; this compass is nonmagical, 
  but you can later spend 250 gp to upgrade it into a wayfinder. 
  Choosing this trait allows you to upgrade this wayfinder 
  to a variant or unique wayfinder per the normal rules for 
  improving magic items on page 553 of the Pathfinder RPG 
  Core Rulebook. A bonded wayfinder must be held in your 
  hand to grant the benefits of being a bonded object.
  ENEMIES OF THE PATHFINDER SOCIETY
  The goals of the Pathfinder Society do not always line up 
  with those of other organizations, and Pathfinders have 
  stepped on numerous toes since the Society’s inception.
  ASPIS	CONSORTIUM
  Ever a thorn in the Pathfinder Society’s side, the Aspis 
  Consortium is a constant foil to Pathfinders throughout the 
  Inner Sea region. These treasure hunters and adventurers 
  perform much the same duty as Pathfinders, but do so for 
  personal profit rather than the pursuit and dissemination 
  of knowledge.
  CULT	OF	LISSALA
  During the Pathfinder Society’s recent foray into the wilds 
  of Varisia, the organization discovered the existence of a 
  thriving cult of a god they’d thought long forgotten. The 
  Lissalan cultists were not so keen on being studied, however.
  ONYX	ALLIANCE
  This trade and slaving consortium is based out of Shadow 
  Absalom, the twisted reflection of the City at the Center 
  of the World on the Shadow Plane. Centuries ago, 
  the Blakros family made a bargain with the 
  alliance to secure the family’s rise to power. 
  Now at odds with the organization, the 
  Blakroses have pulled the Pathfinders into 
  their escalating feud.
  13
  
  The Swords
  Combat-Hardened Bodyguards
  Master	of	Swords: Marcos Farabellus
  Objectives: Defeat opponents of the Society, defend 
  Pathfinders, survive the next mission
  Suggested	Characters: Benevolent brawlers, hardy 
  survivalists, headstrong dungeon delvers
  It’s a harsh reality, but being a Pathfinder 
  means putting yourself in the middle of some 
  dangerous situations. The Swords exist not only to 
  accommodate this fact, but to embrace it. To be 
  a Swords Pathfinder is to take the art of combat 
  and turn it into a science—preferably one that 
  can be utilized in the field, where all manner 
  of dangerous foes may hinder Pathfinder 
  efforts. Most Swords have little use for magic, 
  preferring to rely on more conventional 
  weapons, but magi, clerics, 
  and other battle-oriented 
  casters have nevertheless 
  been known to join their numbers to study the art of 
  self-defense.
  Led by Master of Swords Marcos Farabellus—the best 
  liked of the three deans—members of the Swords pay 
  close attention to battle tactics, military history, and 
  traditional fighting techniques. Swords typically 
  put survival first and leave more abstract concepts 
  like honor or pride by the wayside. These foolhardy 
  scrappers deal with deadly situations on a near-daily 
  basis, and pointless gestures like duels or fair fighting 
  have no place in a Sword’s repertoire.
  WEAPON SPECIAL ABILITY
  The following new weapon special ability is often used 
  by cunning Pathfinder Swords in order to gain the upper 
  hand in battle.
  DECEPTIVE
  PRICE	
  +1 BONUS
  AURA	moderate illusion
  CL	9th
  WEIGHT	—
  A deceptive weapon’s shape blurs and appears to bend 
  unpredictably. When the weapon is in hand, the wielder gains a 
  bonus on Bluff checks to feint equal to the enhancement bonus 
  of the weapon. In addition, when the wielder successfully 
  confirms a critical hit with a deceptive weapon against an 
  opponent, she can attempt to feint against that opponent as an 
  immediate action.
  CONSTRUCTION	REQUIREMENTS
  COST	+1 bonus
  Craft Magical Arms and Armor, dazzling bladeRG
  SPELLS
  Though typically less adept at the arcane arts than other 
  agents of the Pathfinder Society, members of the Swords 
  still frequently make use of combat-oriented spells such 
  as the following.
  CAUTERIZING	WEAPON
  School transmutation; Level bard 2, magus 2, ranger 2, 
  sorcerer/wizard 3
  Casting Time 1 standard action
  Components V, S, M (a gobbet of melted wax)
  Range close (25 ft. + 5 ft./2 levels)
  Target one weapon or 50 projectiles, all of which must be 
  together at the time of casting
  Duration 1 minute/level
  Saving	Throw Will negates (harmless, object); Spell	
  Resistance yes (harmless, object)
  You infuse a weapon with faint but pernicious energy that stymies 
  accelerated healing. Damage dealt by the weapon or ammunition 
  is treated as acid, cold, electricity, and fire, but only for the purpose 
  of negating a creature’s regeneration. The weapon is also treated as 
  silver and cold iron at 8th level and is treated as chaotic, evil, good, 
  and lawful at 11th level for the purpose of negating regeneration.
  
  TACTICAL	MISCALCULATION
  School enchantment (compulsion) [emotion, mind-affecting]; 
  Level bard 2, inquisitor 2, ranger 2
  Casting	Time 1 standard action
  Components V, S
  Range close (25 ft. + 5 ft./2 levels)
  Target one creature
  Duration 1 round/level
  Saving	Throw see text; Spell	Resistance yes
  The target becomes fixated on avoiding damage and fails to 
  spot even the most opportune moments to attack. Whenever 
  a creature the target threatens would provoke an attack of 
  opportunity from the target, the target must succeed at a Will 
  save or be unable to make the attack of opportunity against 
  that creature.
  FEATS
  The Swords specialize in skirmishing, laying traps, dirty 
  fighting, and knowing both how to get into a site and 
  when to run from it. The following feats complement 
  characters that belong to the Swords branch of the 
  Pathfinder Society.
  Cut Your loSSeS
  You realize that sometimes it’s a safer 
  bet to simply get out of danger’s way 
  as fast as possible. You are able to 
  summon a surge of adrenaline when 
  you grab what is most dear to you 
  and run.
  Prerequisites: Str 13, Acrobatics 
  1 rank.
  Benefit: Whenever you withdraw as 
  a full-round action and have at least one 
  free hand, you can pick up one unattended 
  object or unconscious ally of your size or 
  smaller at any point during your movement without 
  provoking attacks of opportunity. Any additional 
  movement performed on your turn still provokes attacks 
  of opportunity as normal.
  In addition, you treat your Strength score as 2 higher 
  for the purpose of determining your carrying capacity.
  imProVed underhanded teamWork 
  (ComBat, teamWork)
  You and your allies have trained together long enough 
  to know how to exploit an opponent’s disadvantage to 
  make her predicament even worse.
  Prerequisites: Combat Expertise, Improved Dirty Trick, 
  Underhanded Teamwork, base attack bonus +6.
  Benefit: Whenever an ally who also has this feat 
  performs the dirty trick combat maneuver against a foe 
  that you both threaten, you may attempt a dirty trick 
  combat maneuver against the same foe as an immediate 
  action to inf lict a second condition. If the foe uses an 
  action to remove the first condition, it also removes the 
  condition imposed by your immediate action.
  underhanded teamWork 
  (ComBat, teamWork)
  You and your allies know how to use 
  coordinated maneuvers to set up an 
  enemy with an unfair disadvantage.
  Prerequisites: Combat Expertise, Improved 
  Dirty Trick.
  Benefit: Whenever an ally who also has this feat 
  performs a dirty trick combat maneuver against a foe 
  you both threaten, you can use an immediate action to 
  increase the inflicted condition’s duration by 1 round.
  COMBAT TRAITS
  The following Combat traits are available to members 
  of the Swords.
  Ambush Training: You’ve learned that taking an 
  enemy by surprise can end a combat before it begins. 
  You gain a +1 trait bonus on initiative checks and a +1 
  trait bonus on weapon damage rolls during any surprise 
  round in which you act.
  Muscle of the Society: Your intense training with 
  the Swords has taught you how to infiltrate otherwise 
  inaccessible ruins and extract their treasures without 
  too much exertion. You gain a +2 trait bonus on Strength 
  checks made to break doors and lift portcullises, and 
  you treat your Strength score as 2 higher for the purpose 
  of determining your carrying capacity.
  TOOLS TO OVERCOME
  THREE COMMON OBSTACLES
  Though it’s difficult if not impossible to prepare for every 
  contingency, wise Pathfinders know that keeping a couple 
  inexpensive, key items around can mitigate even the 
  deadliest of obstacles. Following are three common hazards 
  as well as suggested solutions to each.
  Darkness: Many evil outsiders and denizens of the 
  Darklands are capable of creating magical darkness. Suitable 
  countermeasures include the Blind Fight feat and high-
  level light spells. Mundane light won’t penetrate an area 
  of magical darkness, but a potion of darkvision (300 gp) or 
  scroll of daylight (375 gp) may suffice in a pinch.
  Grappling: Even in the hands of a mighty warrior, a 
  greataxe is no use in a grapple—or worse, when swallowed 
  whole. A Pathfinder should always have a secondary, smaller 
  weapon available in case combat gets up close and personal. 
  A dagger (2 gp) is an obvious choice because it is cheap 
  and easy to hide. A wrist sheathUE (1 gp) can further aid in 
  concealing a secret weapon.
  Invisibility: Similar to darkness, invisibility can be stymied 
  by a variety of spells or even mundane responses such 
  as bags of powderAPG (1 cp) or gallons of water 
  poured into an area. Magic items like dust of 
  appearance (1,800 gp) can be useful for 
  revealing invisible foes as well as a variety 
  of other situations where enemies are 
  hard to pinpoint.
  15
  
  Prominent Pathfinder Lodges
  Just as Pathfinders comes from a variety of backgrounds, so too do the Pathfinder lodges vary in their shapes, sizes, and 
  styles. A structure can qualify as a lodge so long as it maintains at least a single volume of the Pathfinder Chronicles, and 
  any member can found a lodge. That said, a lodge is unofficially expected to maintain a library of regionally applicable 
  texts, and to provide supplies for visiting Pathfinders. These resources are invaluable to agents whose orders send them 
  to far-flung regions. Any Pathfinder who begins a mission at one of these lodges receives a small bonus of some sort 
  (lasting for 1 week unless otherwise noted), representing special supplies, research, or training specific to that lodge.
  Almas (Andoran)
  Cathedral of Aroden
  Venture-Captain: Brackett
  Purchased by Brackett at a considerable discount following a devastating 
  scandal, the former Cathedral of Aroden has been refurbished as one 
  of the largest and best-equipped lodges in the Inner Sea region. The 
  lodge’s library is rivaled only by that of the Grand Lodge in Absalom, 
  and a small flock of friendly homunculi happily assist in its upkeep. 
  Brackett’s bimonthly gatherings, held in the congregation hall, endear 
  the lodge to traveling agents and local dignitaries alike.
  Bonus: As long as you’re in the lodge’s extensive library, you gain a 
  +2 bonus on Knowledge checks regarding the people and history of the 
  Inner Sea region.
  Goka (Tian Xia)
  Lantern Lodge
  Venture-Captain: Amara Li
  Commissioned by Amara Li at great expense, the Lantern Lodge 
  exemplifies the finest of Gokan culture but also includes furnishings of 
  the Inner Sea—a reminder of Li’s years in Absalom. Everything in the 
  lodge is kept immaculately clean, and all visitors are expected to conduct 
  themselves with dignity. Due to a dearth of lodges across Tian Xia, the 
  Lantern Lodge prepares agents for trips across the entire continent.
  Bonus: Amara Li’s reminders on proper etiquette as 
  she sees you off with ceremonial tea grant you a +2 
  bonus on Diplomacy checks to influence indifferent, 
  friendly, or helpful creatures.
  Karcau (Ustalav)
  Miregrold Manor
  Venture-Captain: Basia Kalistoff
  Formerly the ancestral home of Venture-Captain Skeldon Miregrold, the 
  Pathfinder Lodge in the Ustalavic city of Karcau is now under the command 
  of the vampish venture-captain Basia Kalistoff. Expeditions set out from this 
  lodge to all parts of northern Ustalav, as the southern reaches of the nation 
  are covered by another lodge at Havenguard Lunatic Asylum in Caliphas. 
  Miregold Manor’s basement connects to an entrance to the Darklands across 
  a subterranean lake, providing access to even more exciting adventures.
  Bonus: Your brief lessons impart several field-tested techniques for fighting 
  subterranean foes in darkness, reducing any miss chance resulting from an 
  enemy’s concealment by 5%.
  
  Magnimar (Varisia)
  Heidmarch Manor
  Venture-Captains: Sheila and Sir Canayven Heidmarch
  Heidmarch manor is in fact a large estate that includes the Heidmarchs’ 
  private home. As the first and only lodge in Varisia, Heidmarch Manor 
  hosts expeditions bound for all parts of that country and its neighbors. 
  The Heidmarchs once funded the lodge’s operations themselves, but recent 
  events in Varisia have attracted the Decemvirate’s attention and funding.
  Bonus: You can borrow equipment as you set out on your mission. 
  Choose one of the following: 50 feet of silk rope, a hooded lantern with 2 
  pints of oil, a flask of acid, 3 pieces of silvered or cold iron ammunition, 
  or a pouch of 10 gp for bribes or tolls. You may use the item during the 
  expedition but are expected to return what you can afterward.
  Nerosyan (Mendev)
  Starrise Spire
  Venture-Captain: Jorsal of Lauterbury
  Starrise Spire towers above Nerosyan’s walls, its pinnacle forever shining with celestial 
  brilliance. As long as the fortress houses even a single defender, the beacon never fades, 
  providing crusaders hope and certainty that someone still stands against the Worldwound. 
  Before welcoming the Pathfinders into the city, crusaders maintained the beacon, but Queen 
  Galfrey has now passed that duty to the Society. The lodge’s venture-captain, a hardened 
  warrior-zealot named Jorsal of Lauterbury, is a noted explorer of the Worldwound, with 
  more than 50 excursions to his name, and is extremely proud of his position.
  Bonus: Preparing your journey beneath Starrise Spire’s beacon imbues you with courage 
  and confidence. You gain a +1 bonus on saving throws against fear effects and the spell-like 
  abilities of demons.
  Sothis (Osirion)
  Sandswept Hall
  Venture-Captain: Norden Balentiir
  Once a prison that the Society purchased and renovated, the basalt-
  and-mud-brick lodge known as Sandswept Hall still contains many 
  cells, some of which the Pathfinders rent to Sothis to hold dangerous 
  prisoners in exchange for much-appreciated government subsidies. 
  Expeditions depart from this fortified structure to all parts of Osirion, 
  and specially trained resident Pathfinders are always ready to handle 
  delicate and cursed relics that agents retrieve from the nation’s myriad 
  ancient ruins, crypts, and pyramids.
  Bonus: Your research into ancient afflictions and malign artifacts 
  decreases the DC to identify a cursed item by 2. In addition, you gain a 
  +3 bonus on Linguistics checks to decipher Ancient Osiriani.
  
  The Pathfinder Field Agent
  The life of a Pathfinder is unpredictable, and characters of all talents and motivations often find themselves in 
  situations that call for them to stretch the limits of their abilities. Pathfinder field agents represent the best of the 
  Pathfinder Society, being curious, versatile, and prepared to face even the most unexpected challenge.
  Equipped with a variety of skills and trained to keep a 
  cool head even in the most dire circumstances, a practiced 
  Pathfinder field agent is a boon to any adventuring party.
  Hit Dice: d8.
  REQUIREMENTS
  To qualify to become a Pathfinder field agent, a character 
  must fulfill all the following criteria.
  Feats: Skill Focus (any).
  Skills: Knowledge (any) 5 ranks, Linguistics 1 rank, 
  Perception 1 rank.
  Special: Must be an active member of the Pathfinder 
  Society and own a wayfinder.
  CLASS SKILLS
  The Pathfinder field agent’s class skills (and key ability 
  for each skill) are Bluff (Cha), Climb (Str), Diplomacy 
  (Cha), Disable Device (Dex), Escape Artist (Dex), Heal 
  (Wis), Knowledge (all) (Int), Linguistics (Int), Perception 
  (Wis), Sense Motive (Wis), Stealth (Dex), Swim (Str), and 
  Use Magic Device (Cha).
  Skill Ranks at Each Level: 6 + Int modifier.
  CLASS FEATURES
  All the following are class features of the Pathfinder field 
  agent prestige class.
  Weapon and Armor Proficiency: A Pathfinder field 
  agent gains no additional weapon or armor proficiencies.
  Pathfinder Training: A Pathfinder field agent receives 
  additional training that aids her in her fulfilling her duty 
  to explore, report, and cooperate. She can’t receive the 
  same training more than once unless otherwise noted. 
  A Pathfinder field agent gains additional Pathfinder 
  training at 3rd level and every 3 levels thereafter.
  Animal Magnetism (Ex): This ability functions as the druid’s 
  wild empathy class ability, except the Pathfinder field agent’s 
  effective druid level to determine her wild empathy bonus is 
  equal to her Pathfinder field agent level. Levels in Pathfinder 
  field agent stack with levels from other classes that grant 
  wild empathy for the purpose of determining a Pathfinder 
  field agent’s total wild empathy bonus.
  Deft Defender (Ex): When the Pathfinder field agent 
  successfully uses the aid another action to increase an 
  ally’s Armor Class, she gains a +1 dodge bonus to her AC 
  until the start of her next turn.
  Eidetic Memory (Ex): Years of training in the libraries 
  of countless Pathfinder lodges have given the Pathfinder 
  field agent extraordinary recall. A Pathfinder field agent 
  with this training adds half her class level (minimum 1) to 
  all Knowledge skill checks and can attempt all Knowledge 
  skill checks untrained.
  Greater Casting: The Pathfinder field agent gains 
  new spells per day as if she had also gained a level in a 
  spellcasting class she belonged to before adding the 
  prestige class. She doesn’t gain other benefits of that 
  class other than spells per day, spells known, and an 
  increased caster level. If the Pathfinder field agent has 
  levels in more than one spellcasting class, she must 
  choose which class to apply this increase to when she 
  takes this Pathfinder training.
  18
  
  Know Thy Enemy (Ex): The Pathfinder field agent can 
  select one creature type, and gains a +5 bonus on Knowledge 
  checks to identify creatures of the chosen type. This can be 
  taken more than once, and  applies to a different creature 
  type each time.
  Rogue Talent: The Pathfinder field agent can select any 
  rogue talent for which she qualifies.
  Skill Specialization (Ex): The Pathfinder field agent can 
  select any skill to become a class skill for her. In addition, 
  she gains a bonus on checks with the chosen skill equal 
  to half her class level. This training can be selected more 
  than once, applying to a different skill each time it is taken.
  Sneak Attack +1d6 (Ex): This ability is exactly like the 
  rogue ability of the same name. If the Pathfinder field 
  agent gains a sneak attack bonus from another source, 
  the bonuses on damage stack. A Pathfinder field agent 
  must be at least 3rd level before selecting this training.
  Trapfinding: This training functions as the rogue class 
  feature of the same name. Levels in Pathfinder field 
  agent stack with levels from other classes that grant this 
  ability for the purpose of determining a Pathfinder field 
  agent’s total trapfinding bonus.
  Wayfinder Upgrade: At 1st level and every 3 levels 
  thereafter, a Pathfinder field agent can add an additional 
  ability to her wayfinder. These abilities must be added to 
  a standard wayfinder (see Pathfinder Campaign Setting: The 
  Inner Sea World Guide 299), not to a variant or modified 
  wayfinder (though a Pathfinder field agent can possess 
  more than one wayfinder at a time, if she chooses). If a 
  Pathfinder field agent loses her upgraded wayfinder, she 
  can purchase a new one at the normal cost plus 100 gp for 
  each Pathfinder field agent level she possesses, keeping all 
  previously selected upgrades. A Pathfinder field agent can 
  choose from the listed wayfinder upgrades. Any upgrades 
  that grant additional spell effects use the wayfinder’s caster 
  level or the Pathfinder field agent’s class level (whichever 
  is higher) to determine effects that depend on caster level.
  Dancing Lights: The Pathfinder replaces her wayfinder’s 
  ability to cast light with the ability to cast dancing lights at will.
  Daylight: Once per day, the Pathfinder field agent 
  can use her wayfinder to cast daylight. This upgrade can 
  be selected more than once. Each additional time it’s 
  selected, the Pathfinder field agent gains another use of 
  the spell per day.
  Flask: A hidden compartment is carved into the 
  wayfinder’s casing, allowing a single potion, oil, or dose 
  of poison to be hidden within. This substance can be 
  retrieved with a swift action that doesn’t provoke attacks 
  of opportunity (as opposed to the normal move action 
  required to retrieve a stored item). Drinking the potion or 
  applying the oil or poison still requires a standard action 
  that provokes attacks of opportunity. The Pathfinder field 
  agent gains a +2 bonus on Sleight of Hand checks made 
  to oppose the Perception check of someone observing or 
  frisking her to detect items in the hidden compartment.
  Hidden: In order to hide her affiliation with the 
  Pathfinder Society from potential enemies, a Pathfinder 
  field agent with this upgrade can, three times per day, turn 
  her wayfinder invisible and mask its magical aura as if it 
  were under the effects of invisibility and magic aura. Each 
  time this effect is used, it lasts for up to 1 hour per 2 class 
  levels the Pathfinder field agent possesses (minimum 1 
  hour), and can be dismissed by the Pathfinder field agent 
  as a move action.
  Message: In addition to the light spell-like ability, the 
  wayfinder can be used to cast message at will.
  Shielding: Once per day, the Pathfinder field agent can 
  activate her wayfinder to gain a +2 deflection bonus to AC 
  for a number of minutes equal to her Pathfinder field 
  agent level. This bonus increases by 1 for every 5 class 
  levels the Pathfinder field agent possesses.
  Silence: Once per day, the Pathfinder field agent can use her 
  wayfinder to emit an aura of silence, as the spell. The silence 
  effect must be centered on the wayfinder. This upgrade can be 
  selected more than once. Each additional time the upgrade 
  is selected, the agent gains another use of the spell per day.
  Stabilize: The wayfinder can be used to cast stabilize at will.
  Bonus Feat: At 2nd level and every 3 levels thereafter, 
  a Pathfinder field agent can select a bonus feat. Each of 
  these bonus feats must be Skill Focus or a teamwork feat. 
  The Pathfinder field agent must meet the prerequisites 
  of the selected bonus feat.
  Legends Uncovered (Su): At 10th level, a Pathfinder field 
  agent has the ability to uncover the secrets of the distant 
  past. Once per day when studying or researching a person, 
  place, or artifact of antiquity, the agent can dedicate herself 
  to the task to gain benefits as though she were casting the 
  spell legend lore.
  Pathfinder Field Agent
  Level	
  Base	Attack	Bonus	
  Fort	Save	
  Ref	Save	
  Will	Save	
  Special
  1st 
  +0 
  +0 
  +1 
  +1 
  Pathfinder training, wayfinder upgrade
  2nd 
  +1 
  +1 
  +1 
  +1 
  Bonus feat
  3rd 
  +2 
  +1 
  +2 
  +2 
  Pathfinder training
  4th 
  +3 
  +1 
  +2 
  +2 
  Wayfinder upgrade
  5th 
  +3 
  +2 
  +3 
  +3 
  Bonus feat
  6th 
  +4 
  +2 
  +3 
  +3 
  Pathfinder training
  7th 
  +5 
  +2 
  +4 
  +4 
  Wayfinder upgrade
  8th 
  +6 
  +3 
  +4 
  +4 
  Bonus feat
  9th 
  +6 
  +3 
  +5 
  +5 
  Pathfinder training
  10th 
  +7 
  +3 
  +5 
  +5 
  Legends uncovered, wayfinder upgrade
  19
  
  Wayfinders
  Reverse-engineered from Azlanti “technology” discovered by Durvin Gest, the magical devices known as wayfinders quickly 
  became emblems of the Pathfinder Society. The vast majority of Pathfinders use standard wayfinders with identical abilities, 
  but the ambition of the Society’s agents drove them to discover and reproduce countless variant wayfinders.
  In addition to their normal properties, wayfinders produce 
  a mysterious synergy with another piece of Azlanti 
  technology: ioun stones. When an ioun stone is inserted 
  into a special socket on a wayfinder, not only does the 
  compass’s wielder gain the benefit of the stone as though 
  it were orbiting her head, but a secondary resonant 
  power is unlocked. See page 22 for more information 
  on this mysterious interaction, as well as several newly 
  discovered ioun stones that resonate with wayfinders.
  The statistics for a basic wayfinder can be found on page 
  299 of Pathfinder Campaign Setting: The Inner Sea World 
  Guide. In the Pathfinder Campaign Setting sourcebooks 
  Seekers of Secrets and Pathfinder Society Field Guide, you’ll 
  find even more variant wayfinders to customize your 
  Pathfinder’s most iconic piece of equipment. Unless 
  otherwise noted, each of the following variant wayfinders 
  has the abilities of a basic wayfinder in addition to the 
  other powers and benefits it grants.
  CONTINGENT WAYFINDER
  PRICE	
  132,000 GP
  SLOT	none
  CL	11th
  WEIGHT	1 lb.
  AURA	moderate evocation
  This 
  wayfinder 
  is 
  constructed 
  of 
  delicate ivory. Its face constantly 
  reshapes to form a relief of its bearer, 
  and is capable of changing as quickly as 
  two creatures can pass the wayfinder 
  back and forth. The socket in which an 
  ioun stone could normally be placed is 
  instead filled with a permanently fixed 
  gem that functions as a ring of minor 
  spell storing. After wielding this wayfinder for 24 hours, 
  its wielder can designate a series of conditions upon which 
  the wayfinder will cast the highest-level spell stored in the 
  gem with the wearer as the spell’s target, as though it were 
  using the contingency spell. For example, the wielder of a 
  contingent wayfinder could place a cure moderate wounds 
  spell in the wayfinder’s gem, then specify that if she ever 
  falls unconscious because of lethal damage, the spell must 
  be cast on her.
  Once used in such a manner, the wayfinder requires 1 month to 
  recharge its contingency effect, though a new spell can be cast into 
  the enclosed gem at any time during this period. If the conditions 
  of the contingency effect are not met within 1 week of when they 
  were assigned, the user can change the conditions, though the 
  spell stored in the gem can’t be changed until it has been cast.
  CONSTRUCTION	REQUIREMENTS
  COST	66,000 GP
  Craft Wondrous Item, contingency, imbue with spell ability, light
  HEADHUNTER WAYFINDER
  PRICE	
  56,000 GP
  SLOT	none
  CL	7th
  WEIGHT	1 lb.
  AURA	moderate divination
  The forms of numerous animals, 
  magical beast, and other famous 
  creatures appear in relief on every 
  inch of this iron wayfinder’s surface, 
  creating a maze of lions, hawks, 
  dragons, and elephants. Though a 
  headhunter wayfinder looks like a 
  normal compass, it doesn’t point toward true north as one 
  would expect. Rather, if a piece of hair, a drop of blood, or 
  some other organic matter from a individual creature is 
  placed in the socket normally reserved for an ioun stone, the 
  wayfinder’s needle points out this creature as though it were 
  the subject of a locate creature spell with a radius of 680 feet 
  from the wayfinder’s wielder. This effect has no set duration, 
  and functions as long as a specimen of the target creature is 
  held within the wayfinder and the creature is within range. If 
  the target creature isn’t in range, the headhunter wayfinder’s 
  needle slowly spins clockwise. As with the locate creature 
  spell, running water and spells such as mislead, nondetection, 
  and polymorph fool or otherwise block the effect. A 
  headhunter wayfinder can’t hold an ioun stone and doesn’t 
  provide resonant powers.
  CONSTRUCTION	REQUIREMENTS
  COST	28,000 GP
  Craft Wondrous Item, light, locate creature
  HYPNOTIC WAYFINDER
  PRICE	
  3,000 GP
  SLOT	none
  CL	5th
  WEIGHT	1 lb.
  AURA	faint illusion
  This wayfinder has a mother-of-pearl casing with perfect swirls 
  of pink and green patterns covering the face of the device. It 
  hangs on an 8-inch-long silver fob chain that makes it twirl 
  slightly when held aloft.
  In addition to the standard functions of a wayfinder (including 
  the ability to create light), a hypnotic wayfinder can be used 
  once per day to mesmerize weak-minded creatures that can see 
  it. When dangled by its fob and swung gently in a pendulum-
  like motion, the hypnotic wayfinder seems to change colors 
  as light plays off its pearlescent exterior. This replicates the 
  effects of hypnotic pattern (Will DC 13 negates), centered on 
  the hypnotic wayfinder, but creates no visible light aside from 
  the illusory color-shifts on the wayfinder itself. The wayfinder’s 
  wielder is immune to this effect, as are sightless creatures.
  While the effect is active, the wielder must remain stationary 
  or the effect immediately ends. Otherwise, the effect lasts as 
  20
  
  long as the wielder swings the wayfinder at the end of its fob 
  (a standard action) and for 2 rounds thereafter.
  CONSTRUCTION	REQUIREMENTS
  COST	1,500 GP
  Craft Wondrous Item, hypnotic pattern, light
  NOISEMAKER WAYFINDER
  PRICE	
  7,000 GP
  SLOT	none
  CL	3rd
  WEIGHT	1 lb.
  AURA	faint abjuration
  This decorative wayfinder appears to be made of gold, and 
  its face is marked with white and silver motifs of roosters. 
  Whenever the wielder of a noisemaker wayfinder falls asleep, 
  the roosters decorating the wayfinder change to crescent moons. 
  Whenever a Tiny or larger creature comes within 20 feet of the 
  wayfinder’s bearer while she is asleep and this magic item is 
  on her person, the noisemaker wayfinder immediately begins 
  vibrating, buzzing, and ringing loudly as long as there is a clear 
  line of effect between the wayfinder’s bearer and the triggering 
  creature. The sound from this effect easily travels 60 feet, as the 
  audible alarm version of the alarm spell. A creature that speaks 
  the password (determined by the wielder and assigned to the 
  wayfinder before she falls asleep) does not set off the alarm.
  When the wayfinder’s alarm is triggered, the violent motion of 
  the noisemaker wayfinder continues until the wielder presses a 
  button on the side of the device. If the wielder of a noisemaker 
  wayfinder is affected by a magical sleep effect (such as that 
  caused by a sleep spell) and the alarm is triggered, the constant 
  buzzing and vibration of the wayfinder allows the wielder to 
  attempt a saving throw each round at the end of her turn to 
  end the sleep effect and gives her a +2 circumstance bonus on 
  such saves. Other sleeping creatures within hearing range of the 
  wayfinder wake up from normal sleep, but not magical sleep. The 
  bearer of a noisemaker wayfinder may disable its audible alarm 
  function at will by pressing down on the compass needle.
  CONSTRUCTION	REQUIREMENTS
  COST	3,500 GP
  Craft Wondrous Item, alarm, light
  SMUGGLER’S WAYFINDER
  PRICE	
  2,000 GP
  SLOT	none
  CL	9th
  WEIGHT	1 lb.
  AURA	moderate conjuration
  This time-weathered wayfinder lacks any notable features. 
  Despite its routine appearance, a smuggler’s wayfinder has 
  an additional ability generally known only to the person using 
  it. When a command word is spoken, the compass’s interior is 
  replaced with a small extradimensional space that can hold up 
  to 10 pounds of material occupying no more than 1 cubic foot 
  of space. This material must be able to fit through the 3-inch-
  diameter opening in the compass’s face (such as a thin glass 
  vial, coins, small jewelry, or a rolled-up piece of paper). While 
  the extradimensional space is accessible, all other properties of 
  the wayfinder cease to function, including any resonant ioun 
  stone powers. While the extradimensional space is hidden, the 
  smuggler’s wayfinder emits an aura of faint evocation, as a 
  standard wayfinder.
  CONSTRUCTION	REQUIREMENTS
  COST	1,000 GP
  Craft Wondrous Item, light, magic aura, secret chest
  TRUTHSEEKER WAYFINDER
  PRICE	
  39,000 GP
  SLOT	none
  CL	7th
  WEIGHT	1 lb.
  AURA	moderate divination
  This wayfinder is crafted from 
  polished gold and when viewed 
  in bright light is highly reflective—
  resembling a mirror more than it 
  does simple metal. A truthseeker 
  wayfinder allows the wielder to cast 
  zone of truth for up to 7 minutes per day (Will DC 14 negates). 
  This duration doesn’t need to be continuous, but must be used 
  in 1-minute increments. If a creature saves against this effect 
  once, it is immune to the effect for 24 hours. Creatures that 
  fail their saves are granted a new save each time the effect 
  is activated anew. Once per day, the wielder of a truthseeker 
  wayfinder can gain the benefits of discern lies for up to 7 
  rounds (Will DC 16 negates). When the truthseeker wayfinder 
  senses the target creature issue an intentional falsehood, it 
  vibrates just enough to be perceptible to the wielder but no 
  one else.
  CONSTRUCTION	REQUIREMENTS
  COST	19,500 GP
  Craft Wondrous Item, discern lies, light, zone of truth
  WAYFINDER OF THE PLANES
  PRICE	
  18,000 GP
  SLOT	none
  CL	6th
  WEIGHT	1 lb.
  AURA	moderate abjuration
  This wayfinder is made of magically 
  hardened glass, through which the 
  complex inner matrix of the compass 
  can be seen. Once per day, the 
  wielder of a wayfinder of the planes 
  can choose one of the following 
  alignments: chaotic, evil, good, or 
  lawful. For 1 hour thereafter, the wayfinder of the planes creates 
  a magic circle effect against the chosen alignment, centered on 
  the wayfinder. Once selected, the alignment of the magic circle 
  effect can’t be changed until the effect recharges the next day.
  CONSTRUCTION	REQUIREMENTS
  COST	9,000 GP
  Craft Wondrous Item, light, magic circle against chaos, magic circle 
  against evil, magic circle against good, magic circle against law
  MORE VARIANT WAYFINDERS
  Many factions within the Pathfinder Society have 
  developed unique variations of the classic wayfinder 
  beyond those presented here. Often these wayfinders sport 
  purely cosmetic differences, such as cases made of rare or 
  exotic materials or engravings that are particularly well 
  crafted. In other cases, they replace basic functions of the 
  wayfinder with similarly powered spells or effects. Though 
  such wayfinders can be sold, they’re more often given as 
  gifts to field agents by appreciative venture-captains, and 
  are valued for their sentimental connections. You can find 
  some of these variant wayfinders in the Vanities section of 
  this book starting on page 28.
  21
  
  Ioun Stones
  Among the earliest discoveries of the first Pathfinders was the Azlanti technology of ioun stones. Granting their users 
  strange and mighty powers, these mysterious gems proved to be among the most revolutionary innovations in magic ever 
  immortalized in the pages of the Pathfinder Chronicles.
  Information on the most commonly encountered forms 
  of ioun stones and the general rules for this entire category 
  of wondrous items can be found on pages 520–521 of 
  the Pathfinder RPG Core Rulebook. Presented here are 
  several rare or newly discovered varieties of ioun stone, 
  information on how they interact with wayfinders, and 
  lesser versions of each, reduced in price and potency by 
  minor flaws or cracks.
  AGATE ELLIPSOID
  PRICE	
  1,000 GP
  SLOT	none
  CL	12th
  WEIGHT	—
  AURA	strong divination
  This stone grants you a single use of the 
  augury spell with a 100% success rate. The 
  stone must have been orbiting your head for 
  at least 24 hours before it can be activated in 
  such a way, which you can do with a thought 
  as a free action. The stone instantly returns an 
  answer of “weal,” “woe,” “weal and woe,” or “nothing.” After 
  being used in this manner, the stone loses all magical power 
  and becomes a dull gray ioun stone.
  CONSTRUCTION	REQUIREMENTS
  COST	500 GP
  Craft Wondrous Item, augury, creator must be 12th level
  AMETHYST PYRAMID
  PRICE	
  8,000 GP
  SLOT	none
  CL	12th
  WEIGHT	—
  AURA	strong abjuration
  This stone grants you the ability to pass 
  undetected before undead as if under 
  the effects of a hide from undead spell. 
  Unintelligent undead automatically can’t see 
  you, and intelligent undead receive a single DC 
  12 Will save to notice you despite the stone’s effects. If you attempt 
  to channel positive energy, turn or command undead, touch an 
  undead creature, or attack any creature (even with a spell), the 
  stone’s effects are negated for 1 hour.
  CONSTRUCTION	REQUIREMENTS
  COST	4,000 GP
  Craft Wondrous Item, hide from undead, creator must be 12th level
  GOLD NODULE
  PRICE	
  5,000 GP
  SLOT	none
  CL	12th
  WEIGHT	—
  AURA	strong divination
  This stone grants you the ability to comprehend, speak, read, 
  and write a single language (chosen by the ioun stone’s creator).
  CONSTRUCTION	REQUIREMENTS
  COST	2,500 GP
  Craft Wondrous Item, tongues, creator must be 12th level
  MAGENTA PRISM 
  PRICE	
  16,000 GP
  SLOT	none
  CL	12th
  WEIGHT	—
  AURA	strong transmutation
  This stone grants you a +2 enhancement bonus 
  to any one ability score of your choosing. The 
  selected ability score can be changed only 
  once per day at a time unique to each stone 
  (typically sunrise or sunset). A stone attuned 
  to a specific ability score maintains that attunement until 
  changed at the specified time of day, regardless of how long 
  it has remained unused or how many times it changes hands.
  CONSTRUCTION	REQUIREMENTS
  COST	8,000 GP
  Craft Wondrous Item, bear’s endurance, bull’s strength, cat’s 
  grace, eagle’s splendor, fox’s cunning, owl’s wisdom, creator 
  must be 12th level
  PALE ORANGE RHOMBOID
  PRICE	
  200,000 GP
  SLOT	none
  CL	12th
  WEIGHT	—
  AURA	strong necromancy
  This stone absorbs your soul as the magic jar spell immediately 
  prior to your death. You can’t transfer your soul from the ioun stone 
  receptacle to another creature’s body, and are, for all intents and 
  purposes, dead. While your soul is in the ioun stone, you can sense 
  any life forces within 120 feet as though you were placed in a 
  magic jar. At any point within 12 hours of your soul’s transfer into 
  the pale orange rhombus ioun stone, you can return to your body 
  as long as it is within 120 feet of the ioun stone. Upon returning 
  to your body, you are unconscious and dying with a number of 
  negative hit points equal to your Constitution score minus 1. If you 
  fail to stabilize and aren’t healed after 1 turn, you die and your soul 
  is not absorbed by the ioun stone. Your soul can be absorbed into 
  a pale orange rhombus ioun stone only once per 24-hour period.
  CONSTRUCTION	REQUIREMENTS
  COST	100,000 GP
  Craft Wondrous Item, magic jar, creator must be 12th level
  SILVER SPINDLE
  PRICE	
  24,000 GP
  SLOT	none
  CL	12th
  WEIGHT	—
  AURA	strong evocation
  This stone grants you the ability to use a 1st-
  level spell from the cleric, druid, or sorcerer/
  wizard spell list as a spell-like ability three 
  times per day, using your character level as 
  your caster level. The spell keyed to the ioun 
  stone is selected by the stone’s creator. In order for you to use this 
  spell-like ability, you must have a Charisma score of 11 or higher. 
  The save DCs of the chosen spell are Charisma-based, if any.
  22
  
  CONSTRUCTION	REQUIREMENTS
  COST	12,000 GP
  Craft Wondrous Item, imbue with spell ability, creator must be 
  12th level
  TOURMALINE SPHERE 
  PRICE	
  1,000 GP
  SLOT	none
  CL	12th
  WEIGHT	—
  AURA	strong transmutation
  This stone grants you a benefit only when you’re dying. When 
  determining the number of negative hit points you must accrue 
  to die, treat your Constitution score as if it were 2 higher. This 
  doesn’t provide a bonus to Constitution, so it doesn’t grant 
  a bonus on checks made to stabilize but does provide you 2 
  additional rounds during which to attempt such checks. You can 
  only benefit from one tourmaline sphere ioun stone at a time.
  CONSTRUCTION	REQUIREMENTS
  COST	500 GP
  Craft Wondrous Item, bear’s endurance, creator must be 
  12th level
  RESONANT POWERS
  When an ioun stone is set within the special indentation in a 
  wayfinder, a secondary resonant power sometimes manifests 
  to augment the ioun stone’s powers, though this suppresses 
  the wayfinder’s normal magical abilities. This minor 
  function is in addition to the stone’s normal abilities, which 
  continue to affect the wayfinder’s bearer as though the stone 
  were orbiting her head. Two resonating wayfinders wielded 
  by the same character suppress one another’s abilities, but 
  both return to normal when one wayfinder is set aside.
  Only 75% of ioun stones grant resonant powers when 
  placed in a wayfinder. The following list details the 
  resonant powers the wielder gains from the ioun stones 
  described earlier in this section.
  Agate Ellipsoid: Increases the caster level of divination 
  spells by 1.
  Amethyst Pyramid: +2 circumstance bonus on Stealth 
  checks against undead.
  Gold Nodule: +1 bonus on saves against language-
  dependent effects.
  Magenta Prism: +1 bonus on one saving throw not 
  modified by the ability score the stone is currently 
  attuned to (chosen at the same time as the ability score).
  Pale Orange Rhomboid: A soul held within the stone 
  can remain there indefinitely as long as the wayfinder 
  remains on the soul’s original body. If the wayfinder is 
  removed from the body, the ioun stone’s resonant power is 
  suppressed until the wayfinder is replaced.
  Silver Spindle: All spell-like abilities granted by race 
  are treated as 1 caster level higher.
  Tourmaline Sphere: +1 bonus on Constitution checks 
  to stabilize when dying.
  CRACKED IOUN STONES
  A cracked ioun stone bears an obvious chink or cleft; its 
  power is usually the same as that of an undamaged stone, 
  but weaker. Only 25% of cracked ioun stones grant resonant 
  powers when placed in a wayfinder. The following are 
  typical cracked versions of the normal ioun stones presented 
  in this section.
  Agate Ellipsoid: This stone grants you a single use of 
  augury with an 80% success rate. It otherwise functions as 
  a normal agate ellipsoid ioun stone. Price: 500 gp.
  Amethyst Pyramid: This stone grants a +2 competence 
  bonus on Knowledge (religion) checks to identify undead 
  and their special abilities. Price: 150 gp.
  Gold Nodule: This stone grants a +1 competence bonus 
  on Linguistics checks. Price: 150 gp.
  Magenta Prism: This stone grants you a +2 competence 
  bonus on checks with any one skill you choose, and you 
  can change the skill modified once per day, as a normal 
  magenta prism ioun stone. Price: 800 gp.
  Pale Orange Rhomboid: If you die while using this 
  ioun stone, the stone can be used as an additional material 
  component in any spell to return you to life, reducing the 
  spell’s total material component cost by 20%. Price: 1,800 gp.
  Silver Spindle: This stone functions as a normal silver 
  spindle ioun stone, but instead grants a 0-level spell. Price: 
  12,000 gp.
  Tourmaline Sphere: This stone grants a +1 insight 
  bonus on saves against death effects. Price: 800 gp.
  FLAWED IOUN STONES
  A f lawed ioun stone’s power is usually similar to and 
  weaker than that of a normal ioun stone, but sometimes 
  it has side effects or slightly different effects than its 
  normal counterpart. Only 25% of f lawed ioun stones 
  grant resonant powers when placed in a wayfinder. The 
  following are typical f lawed versions of normal ioun 
  stones presented in this section.
  Agate Ellipsoid: This stone functions as a normal 
  agate ellipsoid ioun stone, but you lose any abilities to reroll 
  ability checks, skill checks, or saving throws for 24 hours 
  after equipping it. Price: 800 gp.
  Amethyst Pyramid: This stone functions as a normal 
  amethyst pyramid ioun stone, but against undead you take a 
  –1 penalty to AC and on saves. Price: 6,000 gp.
  Gold Nodule: This stone grants you the ability to 
  comprehend and read, but not speak or write, a single 
  language (chosen by the ioun stone’s creator). Price: 1,000 gp.
  Magenta Prism: This stone functions as a normal 
  magenta prism ioun stone that has 4 charges. Changing the 
  ability score modified uses 1 charge, and the stone loses 
  the ability to change when reduced to 0 charges, though 
  it still grants a bonus to the ability score to which it was 
  last changed. Price: 12,000 gp.
  Pale Orange Rhomboid: This stone functions as a 
  normal pale orange rhomboid, but only once, after which it 
  burns out and turns dull gray. Price: 12,000 gp.
  Silver Spindle: This stone functions as a normal silver 
  spindle ioun stone, but it deals 1d3 Charisma damage to you 
  each time you use the spell-like ability. Price: 16,000 gp.
  Tourmaline Sphere: This stone functions as a normal 
  tourmaline sphere ioun stone, but you take a –1 penalty on 
  Constitution checks to stabilize when dying. Price: 600 gp.
  23
  
  Magic Items
  Given a Pathfinder’s unpredictable lifestyle, there is no specific set of magic items all agents carry, but items that 
  provide Pathfinders access to abilities their parties otherwise lack are always popular choices. The following stand out 
  as favorites among members of the Society.
  WONDROUS ITEMS
  BOOK THIEF’S SATCHEL
  PRICE	
  10,000 GP
  SLOT	none
  CL	9th
  WEIGHT	2 lbs.
  AURA	moderate conjuration and divination
  Often used by spies and arcane 
  scholars to steal important texts 
  without alerting their owners, 
  a book thief’s satchel contains 
  enough room to hold a single tome 
  of no more than 1,000 pages and no larger than 12 by 18 inches 
  in size. Prior to using the satchel, its bearer must place a blank 
  book in the satchel and utter a command word. This blank book 
  is sequestered in an extradimensional space accessible only upon 
  command. (A typical blank, 50-page journal costs 10 gp.)
  Once per day, when another book, folio, scroll, or other text 
  is placed within the satchel while a blank book is hidden within 
  the extradimensional space, the pages of the newly added 
  book are wiped blank (though the covers and bindings remain 
  unchanged). The entire contents of this book or scroll appear on 
  the pages of the blank book in the satchel’s extradimensional 
  pocket. The transfer takes 1 full round, and if the process is 
  interrupted, such as by either book being removed or the satchel 
  being significantly damaged, the text being copied is lost forever. 
  If the blank book is smaller in size (in number of pages for a book 
  or number of inches for a scroll) than the book to be stolen, the 
  satchel doesn’t transfer the contents, and the text being copied 
  is lost forever.
  A book thief’s satchel can’t transfer magical writing (such as 
  the pages of a wizard’s spellbook, a magical scroll, or a wondrous 
  item). Attempts to do so fail immediately, neither erasing the book 
  to be copied nor copying any of the pages to the blank book.
  CONSTRUCTION	REQUIREMENTS
  COST	5,000 GP
  Craft Wondrous Item, secret chest, steal book (Kobold Quarterly #14)
  COAT OF POCKETS
  PRICE	
  2,500 GP
  SLOT	body
  CL	9th
  WEIGHT	7 lbs.
  AURA	moderate conjuration
  This black-and-gray wool coat sports over a dozen pockets on 
  its front alone and even more line the insides. Interdimensional 
  magic causes anything placed in one pocket to immediately 
  appear in another randomly determined pocket. A character 
  wearing this coat gains a +5 circumstance bonus on Sleight of 
  Hand checks made to hide a small object on her body. However, 
  if a character wearing a coat of pockets places anything in 
  one of the coat’s pockets, she must spend a standard action to 
  retrieve it (rather than a move action).
  CONSTRUCTION	REQUIREMENTS
  COST	1,250 GP
  Craft Wondrous Item, secret chest
  FEATHER TOKEN, CAMPSITE
  PRICE	
  500 GP
  SLOT	none
  CL	12th
  WEIGHT	—
  AURA	strong conjuration
  This feather token can be used only once. It creates a fully 
  functional campsite, including a tent suitable to house six Medium 
  creatures, a campfire with enough dry wood to burn for 24 hours, 
  a modest wooden table with two benches suitable to seat three 
  people each, and a hitching post for up to six steeds. The campsite 
  remains for up to 24 hours before disappearing, leaving no trace 
  except footsteps and refuse left behind by those using the site.
  CONSTRUCTION	REQUIREMENTS
  COST	250 GP
  Craft Wondrous Item, major creation
  FIRST AID GLOVES
  PRICE	
  4,500 GP
  SLOT	hands
  CL	9th
  WEIGHT	1 lb.
  AURA	moderate conjuration
  These fingerless gloves of white cloth 
  have a sapphire decorating the base 
  of each exposed finger, numbering 10 
  in all. The wearer of a pair of first aid 
  gloves can, as a standard action, cast 
  any of the following spells (caster level 
  9th), permanently expending a number of sapphires equal to 
  the spell’s level (as denoted in parentheses after each spell): 
  breath of life (5), cure critical wounds (4), cure light wounds (1), 
  cure moderate wounds (2), cure serious wounds (3), and mass 
  cure light wounds (5). When casting a spell from the gloves, the 
  wearer can’t expend sapphires on different hands, thus only a 
  full hand’s worth of gems can be used to cast breath of life or 
  mass cure light wounds. Regardless, both gloves must be worn 
  to function. Once all of the sapphires are expended, a pair of first 
  aid gloves becomes nonmagical. 
  CONSTRUCTION	REQUIREMENTS
  COST	2,250 GP
  Craft Wondrous Item, breath of life, cure critical wounds, cure 
  light wounds, cure moderate wounds, cure serious wounds, 
  mass cure light wounds
  HONEYTONGUE ELIXIR
  PRICE	
  750 GP
  SLOT	none
  CL	7th
  WEIGHT	1/2 lb.
  AURA	moderate transmutation
  Drinking this elixir grants the imbiber a +10 bonus on Bluff checks 
  made to convince another that her words are the truth. This 
  bonus lasts for 10 minutes, and doesn’t apply to any other use of 
  24
  
  the Bluff skill, such as feinting in combat, creating a diversion to 
  hide, or communicating a secret message via innuendo.
  If a magical effect is used against the honeytongue elixir’s 
  imbiber that would detect her lies or force her to speak the 
  truth, the user of the effect must succeed at a DC 16 caster 
  level check to compel the elixir’s imbiber to tell the truth. Failure 
  means the effect doesn’t detect the imbiber’s lies or force her 
  to tell the truth.
  CONSTRUCTION	REQUIREMENTS
  COST	375 GP
  Craft Wondrous Item, glibness
  LENSES OF SITUATIONAL SIGHT
  PRICE	
  5,000 GP
  SLOT	eyes
  CL	10th
  WEIGHT	1 lb.
  AURA	moderate divination and transmutation
  These wire spectacles are 
  fitted with several ground-
  crystal filters on hinged arms, 
  any combination of which can 
  be moved in front of or away 
  from the lenses as a standard action (one, two, or all three lenses 
  may be positioned at the same time with one action). Each filter 
  grants a specific sense to the wearer when it is placed before 
  one of the lenses. Each set of filters can be used for 10 minutes 
  in 1-minute increments before losing its magical properties. The 
  three sets of lenses are as follows.
  Green Lenses: Grant the wearer the benefits of detect magic. 
  The wearer doesn’t need to concentrate to gain the benefits of 
  the spell as long as a source of magic remains in her line of sight 
  for the appropriate number of rounds.
  Pink Lenses: Grant the wearer the benefits of see invisibility.
  Purple Lenses: Grant the wearer darkvision out to a distance 
  of 60 feet. If the wearer already has darkvision, the range of 
  her darkvision increases by 60 feet while she uses these filters.
  CONSTRUCTION	REQUIREMENTS
  COST	2,500 GP
  Craft Wondrous Item, arcane sight, darkvision, see invisibility
  PATHFINDER GREATCOAT 
  PRICE	
  8,000 GP
  SLOT	body
  CL	9th
  WEIGHT	4 lbs.
  AURA	moderate transmutation
  This long, double-breasted jacket is sewn from durable, dun-colored 
  canvas with a removable liner to keep its wearer comfortable in 
  a wide range of temperatures. Anyone wearing the coat notes 
  many small cloth patches of various shapes. Only the wearer of 
  the robe can see these patches, recognize them for the items they 
  become, and detach them. One patch can be detached each round. 
  Detaching a patch causes it to become an actual item, as indicated 
  below. A Pathfinder greatcoat has each of the following patches 
  (unless noted otherwise, the coat has only one of each patch):
  • 10 days of trail rations and five full waterskins
  • A case containing five adamantine bolts, five cold iron bolts, 
  and two silver bolts
  • A large scroll case containing a 2-foot-by-10-foot roll of paper 
  and two sticks of charcoal
  • A quiver containing five adamantine arrows, five cold iron 
  arrows, and two silver arrows
  • A 10-square-yard roll of canvas containing 10 pitons and a 
  small hammer
  • A silver Aspis Consortium badge and three bronze Aspis 
  Consortium badges
  • Bullseye lanterns (2; full and lit)
  • Daggers (2)
  • Disguise kit
  • Healer’s kit
  • Hemp ropes (2; 50-foot coil)
  • Light combat-trained horse with a military saddle
  • Mirrors (2; highly polished 2-foot-by-4-foot steel mirrors)
  • Noble’s outfit with jewelry worth 200 gold pieces
  • Oil of bless weapon
  • Oil of daylight
  • Poles (2; 10-foot length)
  • Potion of cure moderate wounds
  • Sacks (2)
  • Universal solvent
  • Wand of prestidigitation (CL 1st, 5 charges)
  CONSTRUCTION	REQUIREMENTS
  COST	4,000 GP
  Craft Wondrous Item, fabricate
  POLISH OF INCONSPICUOUS ARMOR
  PRICE	
  750 GP
  SLOT	none
  CL	5th
  WEIGHT	1/2 lb.
  AURA	strong conjuration
  This pungent, tar-black armor polish comes in a small circular 
  tin. One dose is enough to apply to a single Medium suit of 
  armor or two Small suits of armor. Applying the polish takes 
  10 minutes, during which time the user must visualize a 
  normal set of clothes or another set of armor—an alternative 
  appearance for the armor to take on. After it is applied, the 
  polish’s noxious scent dissipates and the armor appears in 
  the way the user visualized, as the glamered magic armor 
  special ability. The armor maintains all properties other 
  than its physical appearance, including weight, armor check 
  penalty, and maximum Dexterity bonus. This effect remains 
  for 24 hours before wearing off.
  CONSTRUCTION	REQUIREMENTS
  COST	375 GP
  Craft Wondrous Item, disguise self
  TIGHTFIT BELT 
  PRICE	
  4,000 GP
  SLOT	belt
  CL	3rd
  WEIGHT	1 lb.
  AURA	faint transmutation
  As a free action, the wearer of this	
  brown leather belt can compress 
  himself to fit through tight spaces 
  as though affected by a squeeze 
  spell for up to 10 rounds per day. 
  When using the belt’s squeezing 
  ability, the wearer gains a +5 circumstance bonus on Escape 
  Artist checks. Once per day as a move action, the wearer can 
  reduce his size by one step, as the reduce person spell, for 1 
  round. These effects can be used simultaneously.
  CONSTRUCTION	REQUIREMENTS
  COST	2,000 GP
  Craft Wondrous Item, grease, reduce person, squeezeARG
  25
  
  Pathfinder Chronicles
  The Pathfinder Chronicles are a series of chapbooks published by the Pathfinder Society recounting the most notable journeys and 
  discoveries of the order’s members. Though Pathfinders the world over submit accounts of their deeds to their local venture-
  captains, the mysterious Decemvirate alone makes the final decision on whose adventures grace the Chronicles’ illustrious pages.
  Copies of the Pathfinder Chronicles are intended for members 
  of the Society only, though some volumes have made their 
  way into the public sphere. They serve not only as a record 
  of accomplishments, but to inspire young and future 
  Pathfinders throughout the world, all while increasing the 
  renown of those whose journeys are detailed within. Some 
  claim that the Pathfinder Society actually wants copies of 
  the Pathfinder Chronicles to find their ways into the world at 
  large as a means of attracting potential Pathfinders to seek 
  membership in the organization. Ultimately, having one’s 
  discoveries immortalized in the Pathfinder Chronicles stands 
  among most Pathfinders’ highest ambitions.
  READING THE CHRONICLES
  Every Pathfinder Lodge is required to have at least one 
  volume of the Pathfinder Chronicles in order to maintain 
  its status as an official outpost of the organization, 
  but most have complete or nearly complete collections 
  for visiting Pathfinders to peruse. Many Pathfinder 
  field agents carry one or two volumes with them at all 
  times, either because the volumes contain information 
  topical to a current assignment or because of personal 
  interest in the history or tales of adventure within. 
  Pathfinder Chronicles are more than just good reading: 
  Many a seasoned Pathfinder credits the accounts of her 
  predecessors with her success, and a good number of 
  venture-captains swear that reading the Chronicles is all 
  a Pathfinder needs to do to return from a mission with 
  both her life intact and a tale of her own.
  Reading a copy of a Pathfinder Chronicles volume grants 
  a bonus on one or more skill checks made in specific 
  situations, as determined by the book’s contents, which 
  generally helps a Pathfinder deal with short-term obstacles 
  in the field. Spending at least 1 hour each day reading a 
  given volume grants a character the associated bonus (or 
  bonuses) under the specified circumstances for 24 hours. 
  If rushed, a character can attempt to locate pertinent 
  information in a volume on hand by perusing it for 1 
  minute and succeeding at a DC 15 Intelligence check. Any 
  bonus gained in this way is halved (minimum +1). Unless 
  otherwise noted, a volume of the Pathfinder Chronicles is 
  written in Common (Taldane) and weighs 1 pound.
  NOTABLE VOLUMES
  The following Pathfinder Chronicles are but a few of 
  the volumes a Pathfinder might encounter while 
  adventuring. Each of these volumes contains specific 
  tales, grants unique bonuses, and can be a great boon 
  to PCs adventuring in similar situations. GMs can 
  create their own volumes of the Pathfinder Chronicles by 
  referencing the examples in this section, which use the  
  following format.
  Volume Number: A single volume of the Pathfinder 
  Chronicles might contain multiple accounts within it, so 
  volumes are numbered rather than titled. Because they’re 
  released sporadically, they generally contain no dates on 
  their covers or spines.
  Price: The cost of a volume if it is available for purchase. 
  Volumes are generally free to consult at Pathfinder Lodges, 
  though they’re rarely loaned to Pathfinders for use in the 
  field. (Agents may, however, make copies of volumes at 
  their own expense). Theft of a lodge’s Pathfinder Chronicles 
  is considered a grave offense, and Pathfinders have been 
  cast out of the Society for doing so.
  Description: A description of the volume’s contents 
  and historical significance.
  Skill Bonuses: The kinds of skill checks bolstered by 
  referencing the guide, the circumstances in which the 
  skill checks must be made, and the bonuses granted 
  on these checks. Unless otherwise noted, Pathfinder 
  Chronicles grant circumstance bonuses.
  When referring to a volume of the Pathfinder Chronicles 
  not detailed here—and there are dozens of such books 
  in print—use the rules presented for a generic volume of 
  the series as detailed on page 293 of Pathfinder Campaign 
  Setting: The Inner Sea World Guide.
  VOLUME 1
  PRICE	
  200 GP
  The premier Pathfinder Chronicles volume (first published in 4317 
  ar) features an account of Durvin Gest’s exploration of the ruins 
  of Azlant, details of Selmius Foster’s race against a marid and an 
  efreeti, and Gregaro Voth’s adventures in the Mwangi Expanse.
  SKILL	BONUSES
  • Deal with geniekind more effectively (Diplomacy and 
  Knowledge [planes] +2)
  • Gain insight into Azlanti sentence construction and idioms 
  (Linguistics +2)
  • Navigate the dense jungles of the Mwangi Expanse (Survival +2)
  • Understand the history of Azlant (Knowledge [history] +2)
  VOLUME 2
  PRICE	
  100 GP
  The second entry into the Pathfinder Chronicles includes Durvin 
  Gest’s thorough cataloging of 31 siege castles in the Cairnlands 
  surrounding Absalom and notes from Borden Thalian on his 
  journey up the Vanji River in the Mwangi Expanse to a fantastic 
  city of jade he reportedly discovered at its headwaters.
  26
  
  SKILL	BONUSES
  • Navigate the many treacherous dungeons beneath and within 
  the Cairnlands’ siege castles (Knowledge [dungeoneering] +2)
  • Travel on a river with more efficiency and safety (Profession 
  [sailor] +2)
  VOLUME 11
  PRICE	
  100 GP
  This volume, when originally published, contained a trove 
  of misinformation on dragons, penned by Pathfinder Dalania 
  Pontius. After these errors precipitated numerous deaths and 
  countless injuries among Pathfinders confronting dragons 
  of all types, the Decemvirate investigated Pontius’s sources 
  (namely the brass dragon who had provided her with much 
  of the false info) and found them suspect. The volume was 
  eventually corrected, though some unaltered copies could still 
  remain in obscure collections.
  SKILL	BONUSES
  • Better understand the nature and ways of dragons (Knowledge 
  [arcana] +2)
  • Distinguish between true statements and exaggeration 
  regarding esoteric topics (Sense Motive +2)
  VOLUME 14
  PRICE	
  150 GP
  The first volume of the Pathfinder Chronicles to contain 
  only accounts of Pathfinders’ exploits on other planes, the 
  fourteenth volume features a record of Gilray Jandivan’s 
  journey to 23 Abyssal realms and the cataloguing of the 
  demonic hordes there, a detailed map of the City of Brass and 
  surrounding areas on the Plane of Fire by famed cartographer 
  Insitha Avari, and a full 70 baudy songs and limericks gathered 
  over the course of the decade Rarick Dell spent in the court of 
  a powerful satyr on the First World. 
  SKILL	BONUSES
  • Deliver dirty jokes (Perform [comedy] +2)
  • Identify demons and other outsiders native to the Abyss 
  (Knowledge [planes] +2)
  • Navigate the immense City of Brass and surrounding areas 
  (Knowledge [geography] +2)
  VOLUME 27
  PRICE	
  150 GP
  This volume made quite a stir upon its release because it 
  includes a good hundred pages of collected notes by famed 
  Pathfinder Durvin Gest—who had disappeared over a century 
  earlier. Many of these scraps recount only partial tales of 
  danger and battle with little context, though one surprisingly 
  complete chapter describes Gest’s journey to the Crown of the 
  World and his discoveries there. The portion of the book not 
  consisting of Gest’s notes features a treatise on negating the 
  effects of magical traps by contemporary Mistress of Scrolls 
  Andirissa Belathax.
  SKILL	BONUSES
  • Navigate and follow tracks in arctic environments (Survival +2)
  • Notice and disable magic traps with surprising alacrity (Disable 
  Device +2 and Perception +2)
  VOLUME 44
  PRICE	
  200 GP
  Published in 4707 ar, this volume is notable for the detailed 
  account by Koriah Azmeren of her exploration of the Darklands. 
  Her confirmation that the legendary drow were in fact real 
  drove the elves of Kyonin—who had maintained the secret 
  of the drow’s existence for millennia—to attempt to bribe the 
  Decemvirate into recalling and altering the book. The Society 
  didn’t relent, however, making the existence of dark elves a 
  widely accepted fact within only a few years’ time. Other 
  reports in this volume include a brief essay by current venture-
  captain Sheila Heidmarch regarding ancient relics of the old 
  empire of Thassilon.
  SKILL	BONUSES
  • Identify drow and their customs, weaknesses, and tactics 
  (Knowledge [local] +2)
  • Learn about Thassilonian artifacts (Knowledge [history] +2)
  • Navigate the tunnels of the Darklands and identify Darklands 
  natives (Knowledge [dungeoneering] +2 and Knowledge 
  [geography] +2)
  27
  
  Vanities
  Vanities are flavorful character background elements designed to add richer customization to characters. Vanities 
  generally have minor game effects, which tend to be non-combat bonuses. A character can own as many vanities as she 
  wishes, though each vanity requires that she spend a certain amount of her influence in order to gain the boon.
  Players playing in the Pathfinder Society Organized 
  Play campaign can use their Prestige Points to purchase 
  vanities, while players at home might use the Prestige 
  system detailed in Pathfinder Campaign Setting: Faction 
  Guide. Additionally, some vanities provide their own 
  restrictions, as detailed below. As a general rule, vanities 
  can’t be purchased with gold pieces, but a GM can certainly 
  use “free” vanities as rewards for adventures if she wishes. 
  For details on more vanities, see Pathfinder Campaign 
  Setting: Pathfinder Society Field Guide.
  BUSINESSES
  Many Pathfinders find that they enjoy the sense of 
  ownership and accomplishment that comes from being 
  proprietor of a business. While taking a break from field 
  work, entrepreneurial Pathfinders can often be found 
  working in their shops, inns, and artisan workshops. 
  Not only do such investments provide an escape from 
  the stresses of adventuring; they can also be quite 
  lucrative if run properly.
  Property Broker (5 PP): You’re adept at facilitating 
  the purchasing, selling, and trading of property. When 
  another player character at your table purchases a business 
  or property vanity, the price is reduced by 1 PP (minimum 
  1 PP). You, in turn, receive a +4 bonus on Day Job rolls made 
  during the same adventure. You can provide a reduced 
  vanity cost to more than one player at a given time, but the 
  bonus on your Day Job roll doesn’t stack.
  Tattoo Parlor (5 PP): You’re in the business of helping 
  your clientele permanently modify their bodies with 
  piercings, scarwork, and tattoos. If you use ranks in 
  Craft (tattoo) to calculate your bonus on Day Job rolls, 
  your business grants you a +1 circumstance bonus on 
  the attempt. Additionally, you receive a 10% discount on 
  any magical tattoo you purchase (see Pathfinder Campaign 
  Setting: Inner Sea Magic).
  Underground Business (5 PP): You specialize in trading 
  illicit or contraband items, run an illegal fighting 
  ring, or operate a gambling hall or brothel that might 
  be legal but carries a significant moral stigma in your 
  community. You receive a +1 circumstance bonus on Day 
  Job checks, though if you ever roll a natural 1 on such a 
  check, you receive no income from the attempt, regardless 
  of your normal bonuses on the check. A natural 1 rolled 
  in such a circumstance can’t be rerolled.
  FOLLOWERS
  Pathfinders are often forceful personalities who gather 
  small retinues of underlings as their reputations grow. 
  These followers travel with them, taking care of menial 
  tasks and hoping to soak up some of the glory that comes 
  from adventuring with a member of the Pathfinder Society.
  Followers gained through vanities are noncombatants, 
  and should be utilized only as flavor for a character so they 
  don’t slow down the game and overcomplicate the board 
  with unneeded minis. You can have a maximum number 
  of followers equal to your Charisma bonus (minimum 1). 
  You may dismiss a follower at any time if you wish to gain 
  different followers, but don’t regain spent Prestige Points 
  when you do so. If your Charisma is lowered by an effect, 
  this doesn’t impact any followers you’ve already acquired, 
  but does affect the number of new followers you can gain.
  Lookout (4 PP): A Pathfinder is at her most vulnerable 
  when asleep, and having a designated guard allows 
  everyone to rest safely. While you rest, a lookout keeps 
  watch. A lookout’s bonus on Perception checks is equal 
  to your character level. The lookout immediately wakes 
  you up (as if he had spent a standard action to do so) 
  upon spotting danger.
  Scholar (4 PP): There is more to learn about Golarion 
  than most Pathfinders can conceivably remember, and a 
  scholar who specializes in one particular subject can aid 
  you in this task. The scholar grants you a +2 bonus on 
  checks with one type of Knowledge skill that you choose 
  when you purchase this vanity, as if he had used the aid 
  another action. Alternatively, the scholar can attempt 
  that Knowledge skill check for you, using a +5 bonus.
  MEMBERSHIPS
  In addition to membership in one’s faction and the 
  Pathfinder Society as a whole, there are many groups, 
  cults, clubs, and societies to which Pathfinders can 
  belong. All of these memberships are available in Absalom 
  automatically—whether or not memberships are available 
  in other cities depends on the GM.
  Grand Lodge Instructor (5 PP): You spend at least a 
  few hours each week teaching novice Pathfinders, and 
  along with a small stipend you receive the adoration of 
  your students. If you use ranks in Profession (teacher) or 
  a similar Profession skill to calculate your bonus on Day 
  Job rolls, you receive a +1 circumstance bonus on such 
  checks. Additionally, your reputation reduces the cost 
  of the ChroniclerPSFG, PorterPSFG, Scholar, and SquirePSFG 
  follower vanities by 1 PP.
  Information Brokerage (6 PP): You’re connected 
  to a network of spies and informants who keep you 
  abreast of the goings-on in the world. This network has 
  allowed you to capitalize on sharing or refusing to share 
  28
  
  specific information as the situation and your clients 
  dictate. Your experience building your cache of valuable 
  information grants you a +2 circumstance bonus on 
  Diplomacy skill checks made to gather information. 
  You can use Knowledge (local) to attempt Day Job rolls.
  Monastery (5 PP): Your accomplishments have earned 
  you an invitation from a prestigious school of meditation, 
  athletics, or combat arts. Regularly training with the 
  monastery’s instructors builds endurance and patience, 
  granting you the discipline to train faster and more 
  efficiently. When using the retraining rules presented in 
  Pathfinder RPG Ultimate Campaign to retrain any character 
  ability that would take 5 or more days to complete, you reduce 
  the number of days needed per retraining action by 1.
  PROPERTY
  When not adventuring, many Pathfinders enjoy homes 
  of their own where they can relax, raise families, or 
  keep bulky spoils of their many exploits.
  Pathfinder Lodge (50 PP): The Decemvirate gave you 
  the go-ahead to found your own lodge outside of Absalom. 
  While in the same nation as your lodge, you may requisition 
  one or more lower-ranked Pathfinders to assist you for a 
  short time. At the beginning of an adventure, you gain 
  10 temporary Prestige Points you can spend only on 
  purchasing follower vanities. At the end of the adventure, 
  the followers return to their normal duties, and any unspent 
  temporary Prestige Points are lost. If your character holds 
  the title of venture-captain, this vanity costs only 25 PP.
  Wizard’s Tower (8 PP): You have your own wizard’s 
  tower, alchemical laboratory, or other secluded workshop 
  where you can research new spells and formulae. When 
  scribing a spell or formula into a spellbook or formula 
  book from a scroll or another character, you can reduce 
  the cost of materials involved by 10% (Pathfinder RPG Core 
  Rulebook 219). This price reduction doesn’t affect the cost 
  of gaining access to the spell or formula to be copied.
  WAYFINDER 
  ENHANCEMENTS
  For members of the Pathfinder Society, a 
  wayfinder is more than a compass or receptacle for 
  an ioun stone. These ubiquitous minor magic items are 
  status symbols and badges of honor among Pathfinders, 
  and elaborate or exotic versions are growing in 
  popularity among those who wish to stand out from their 
  peers. To obtain the following wayfinder enhancements, 
  a Pathfinder must already own a wayfinder.
  Discerning (5 PP): This wayfinder functions as 
  normal, except the user can cast detect magic at will in 
  place of light.
  Igniting (3 PP): This wayfinder functions as normal, 
  except the user can cast spark (Pathfinder RPG Advanced 
  Player’s Guide) at will in place of light.
  Inherited (3 PP): A mentor or older relative who was 
  a Pathfinder passed this wayfinder down to you, and it 
  keeps a minor enchantment from its previous owner. 
  When purchasing a wayfinder enhancement that would 
  normally replace the wayfinder’s ability to cast light with 
  the ability to cast a different spell, the wayfinder retains 
  the ability to cast light, allowing it to cast two different 
  0-level spells.
  Musical (4 PP): The crafter of this wayfinder constructed 
  it with the ability to play back a sentimental, enchanting 
  melody when it is opened and the compass needle is 
  pressed. This wayfinder functions as normal, except the 
  user can cast lullaby at will in place of light.
  Telekinetic (4 PP): This wayfinder functions as 
  normal, except the user can cast mage hand at will in 
  place of light.
  29
  
  Pathfinder Society Organized Play
  Thousands of Pathfinder RPG players participate in the Pathfinder Society Organized Play program. This shared 
  campaign allows gamers to play the same character at conventions, local game stores, home, online, or in other sanctioned 
  events across the world. Interested in learning more about Pathfinder Society? Here’s the perfect place to start.
  The Pathfinder Society Organized Play campaign brings 
  many of the best features of a massively multiplayer 
  online RPG into the real world, allowing you to create a 
  persistent character that advances in prowess and prestige 
  alongside thousands of other players. But in Pathfinder 
  Society, you have all the flexibility and options found in 
  the Pathfinder Roleplaying Game, including where you 
  play and with whom you choose to adventure. You’ll also 
  have the opportunity to participate in unique Pathfinder 
  Society events and pursue rewards only available to 
  Pathfinder Society members. Best of all, it’s free to play 
  and easy to join—here’s how.
  JOINING PATHFINDER SOCIETY
  The Pathfinder Society Organized Play campaign is 
  easy to join, so getting involved shouldn’t be difficult 
  for any Pathfinder RPG player. The first step is to visit  
  paizo.com/pathfinderSociety and register for a free 
  Pathfinder Society Number. This allows you to track your 
  progress as you advance through the campaign, wherever 
  you choose to do so. At the same time, you’ll be able to 
  download the free Guide to Pathfinder Society Organized Play, 
  which presents all the specific rules of the campaign, such 
  as character creation procedures, details of the available 
  factions, and how to track character advancement.
  There might be a bit to take in from the start, but if you 
  have any questions feel free to ask them on the Pathfinder 
  Society messageboards at paizo.com, or just visit your local 
  game store during their scheduled Pathfinder Society 
  event and ask for more information. Once you’ve got your 
  character ready, it’s time for your first game as a member 
  of the Pathfinder Society.
  GETTING INVOLVED
  Once you have your character, there are a few different 
  ways to start playing in the Pathfinder Society campaign. 
  Playing Pathfinder Society in Your Area: Game 
  stores, local conventions, and libraries are just a few of 
  the places in your area that might already be running 
  Pathfinder Society events. To find out, ask at these 
  locations, check  the Pathfinder Society event finder on  
  paizo.com/pathfinderSociety/events, or post on Pathfinder 
  Society messageboards at paizo.com to see if anything is 
  being planned nearby. As of this book’s publication, the 
  campaign employs a network of over 200 volunteer regional 
  coordinators (called Venture-Captains and Venture-
  Lieutenants) who facilitate Pathfinder Society play in their 
  regions. If you’re unsure where to find a game, or whether 
  or not a local event or convention is set to offer Pathfinder 
  Society content, contacting your local Venture-Captain at 
  paizo.com/pathfinderSociety/about is the quickest way to 
  get in touch with someone in the know.
  Playing Pathfinder Society at Home: Some players prefer 
  to keep their Pathfinder Society experience limited to a 
  familiar group of friends, using the Pathfinder Society 
  character creation rules, adventure scenarios, and reward 
  structure as the framework for a private campaign. Some 
  players even enjoy a combination of public and private 
  adventuring. These games might be played in person 
  or online with friends. It’s really up to each person to 
  determine how you want to play and whether or not you 
  want your experience to count toward the larger campaign.
  30
  
  Running Your Own Events: Remember that even though 
  the campaign has an established network of games and 
  organizers, there’s nothing stopping anyone interested 
  from starting her own Pathfinder Society event, be it a 
  one-shot game day or a recurring event at the local library. 
  For more information on starting your own Pathfinder 
  Society event, contact any regional coordinator, a 
  member of Paizo’s campaign staff, or follow the details at  
  paizo.com/pathfinderSociety/getInvolved.
  WHY ORGANIZED PLAY?
  Sure, meeting new players and participating in 
  convention games is fun, but why play in a Pathfinder 
  Society campaign rather than a normal Pathfinder 
  game? These are just a few of the great benefits.
  Explore a Living World: Every Pathfinder Society 
  character exists in a common setting shared by thousands 
  of other gamers. In each Society game, a character 
  experiences the same adventures as Pathfinders the 
  world over, sharing experiences, rising in prestige among 
  his peers, and experiencing the ongoing stories unique to 
  the Pathfinder Society campaign.
  Find Allies and Further Your Goals: Not only does 
  every Pathfinder Society character belong to the illustrious 
  ranks of the Pathfinder Society, but each is also a member 
  of a faction within the organization, working toward goals 
  shared by only a subset of any given adventuring party. Over 
  the course of a given season of play—the yearlong span 
  between August of one calendar year and July of the next—
  members of each faction tirelessly work to see their factions’ 
  goals achieved, all while adventuring as Pathfinder field 
  agents. Those factions who achieve their goals see their 
  influence in the Society increase, paving the way for unique 
  rewards and plot developments, while those that fail might 
  see their faction diminish in importance.
  Win Fame and Use It: Throughout a Pathfinder’s 
  career, she not only gains wealth and experience as all 
  Pathfinder Roleplaying Game characters do, but also 
  earns fame and prestige, representing her renown as a 
  Pathfinder and adventurer. This fame allows her to call 
  upon her allies within the Pathfinder Society and her 
  respective faction for special favors, access to unique 
  character abilities, free spellcasting services, magic 
  items, and other rewards.
  Your Actions Matter: Every character’s actions help 
  guide each yearlong plot arc of the Pathfinder Society 
  campaign. Over time, decisions made at the gaming table 
  can determine the direction of future adventures and the 
  canon of the Pathfinder campaign setting. 
  IT’S YOUR GAME NOW
  While Pathfinder Society Organized Play games involve 
  some extra bookkeeping and rules, they’re all in place to 
  make sure everyone who plays enjoys an even footing and 
  operates by the same assumptions. But after a few games, 
  the differences become second nature. So check out the 
  Pathfinder Society in your area and welcome to the game!
  QUESTIONS ABOUT PATHFINDER SOCIETY?
  In many ways, participating in Pathfinder Society Organized 
  Play events is the same as playing in a game at home, 
  but the far-reaching community elements do create some 
  differences. Here are answers to a few common questions 
  about the Pathfinder Society.
  What	does	“Organized	Play”	mean?
  Pathfinder Society members volunteer their time to 
  schedule and host public events, and participants report the 
  results of their games to Paizo’s campaign staff. This way, 
  everyone’s playing by the same rules and assumptions, 
  allowing  you to play your character in events all over the 
  world and collect unique Pathfinder Society boons and 
  other benefits.
  When	and	where	can	I	play?	
  Call your local game store and ask when they run their 
  Pathfinder Society events or check out the event locator 
  at paizo.com. If you want, you can even play at home! 
  Check out paizo.com/pathfinderSociety/getInvolved for 
  details on sanctioning your own campaign.
  Are	there	prizes	or	rewards	for	playing?
  Every time you participate in an official Pathfinder Society 
  game, your character receives the loot he or she has 
  won as part of the adventure. Often this is gold or other 
  treasure, but in some special events it might be access to 
  new races, special powers, or other rewards unique to the 
  Pathfinder Society.
  Do	I	have	to	know	all	the	rules?
  No! Not only does Pathfinder Society regularly run events 
  custom-made for starting players, but even regular games 
  are perfect places for players who only know the basics to 
  have fun, get more experience, and learn some awesome 
  new techniques!
  I’m	
  .	Is	Pathfinder	Society	right	for	me?
  The Pathfinder Society is an accepting, safe, and fun 
  community of gamers that gives players of all ages, 
  genders, ethnicities, and sexualities the opportunity 
  to share their love of roleplaying adventures. Everyone 
  is welcomed, and regional coordinators and the Paizo 
  campaign staff are dedicated to creating welcoming places 
  to play, mediating concerns, and assuring you have the 
  best gaming experiences possible.
  I	have	other	questions.	Where	can	I	find	answers?
  You can find tons of other Pathfinder Society Organized 
  Play resources online at paizo.com/PathfinderSociety. 
  Among these are everything you need to sign up, the 
  free downloadable Guide to Pathfinder Society Organized 
  Play, and messageboards full of active Pathfinder Society 
  members and the Paizo campaign staff. Stop by, introduce 
  yourself, join in the discussion, and ask away!
  31
  
  Next Month!
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  14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed 
  only to the extent necessary to make it enforceable.
  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.
  Kobold Quarterly Issue 14 © 2010, Open Design LLC, www.koboldquarterly.com.
  Pathfinder Player Companion: Pathfinder Society Primer © 2013, Paizo Publishing, LLC; Authors: John Compton 
  and Mark Moreland.
  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.
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  Intrepid members of the Pathfinder 
  Society can find even more tools, 
  spells, magic items, and tricks 
  specifically for Pathfinder agents in 
  Pathfinder Campaign Setting: Pathfinder 
  Society Field Guide.
  There’s more than just humans 
  and elves roaming the surface of 
  Golarion. Enhance your next grippli 
  or tiefling character with options 
  from the Pathfinder RPG Advanced 
  Race Guide!
  Regardless of how metropolitan or 
  sophisticated a Pathfinder regards 
  herself, she’s going to have to go to 
  the dungeon eventually. Make sure 
  you’re prepared with Pathfinder Player 
  Companion: Dungeoneer’s Handbook!
  Embrace the power of belief with Pathfinder Player Companion: Faiths & Philosophies. Whether 
  as a servant of a powerful deity, a devotee of a world-shaping philosophy, or a zealous atheist, 
  claim the power of your convictions with this guide to devotion—religious or otherwise. 
  Join the ranks of some of Golarion’s most active adherents, with details on the causes and 
  philosophies that shape the Inner Sea Region. New archetypes, feats, spells, and magic 
  items allow players of any class to put their beliefs to use like never before. Convictions 
  are nothing without champions. With Pathfinder Player Companion: Faiths & Philosophies, 
  characters of every class can make their beliefs work for them.
  WOULD YOU LIKE TO KNOW MORE?
  Stepping into the Pathfinder Lodge is just the first step in your exciting journey to become a 
  renowned member of the Pathfinder Society! Players looking for more on what it means to be a 
  successful Pathfinder would do well to consult the following complementary sources.
  32
  
  Modes of Travel
  Since the Society sends Pathfinders on missions all over the world, 
  travel is an integral part of the Pathfinder way of life, and getting to 
  the location of the next mission can be as much of an adventure as 
  the mission itself. The Pathfinder Society is especially accustomed 
  to the life of travelers, since many of its agents are vagabonds by 
  nature and Pathfinders by trade. This has enabled the Society to 
  spread its influence throughout the entire Inner Sea region and 
  beyond with relative ease, establishing lodges in areas as distant 
  as Tian Xia. Still, getting from place to place is an ever-present 
  challenge for venture-captains sending their agents into the field. 
  The following explain some of the most common means by which a 
  Pathfinder can get from here to there and—hopefully—back again.
  Mundane Travel
  Whether a traveler is the lowliest peasant or the most honored queen, mounting a horse or 
  boarding a ship is often the most reliable means of transportation throughout the Inner 
  Sea region. Of all the common methods by which a Pathfinder might traverse the world, 
  mundane travel is by far the most time-consuming, though it may well prove a rewarding 
  experience for those who enjoy travel for its own sake. After all, though hiring a spellcaster 
  to teleport the party to the other side of the globe might get them to their destination faster, 
  the friends, experience, and treasures gained while voyaging the long way around can 
  hardly be understated. Also worth mentioning is the money saved—
  tipping a ferryman a silver piece is much more cost-effective than 
  hiring an acclaimed sage to open an interdimensional portal.
  Travel by Magic
  When time is of the essence, magic gets Pathfinders where they need to be in a prompt and 
  reliable manner. The Pathfinder Society is typically happy to hire a spellcaster in town or pay 
  for the material components necessary to cast high-level teleportation magic. Indeed, some 
  parts of the world are so remote or nonnavigable that magic is the only possible means of 
  getting there. This holds doubly true for missions that require traversing the planes—many 
  lodges keep a store of scrolls of plane shift for just this purpose, and some of the largest lodges 
  supposedly even possess amulets of the planes for tasks that involve extensive plane-hopping. 
  Magic items such as the latter are rarely granted to any but the most savvy and experienced 
  of Pathfinders, though, since the sometimes unpredictable nature of teleportation magic can 
  just as easily be a hindrance rather than a boon.
  The Maze of The open road
  When the secretive members of the Decemvirate choose to travel, they often use the Maze of the 
  Open Road, a magical hedge maze whose exits open up in many nations throughout the Inner 
  Sea and beyond. A powerful archdruid gave the maze to the Pathfinder Society more than 
  200 years ago, and as he planted more entrances, increasingly bizarre and powerful creatures 
  wandered into the extradimensional pathway. Although the once-unknown Maze of the Open 
  Road is now an open secret in the Society, its unmapped paths remain the domain of the 
  Decemvirate, as much to contain the dangers within as to exercise their prerogative. Thanks 
  to the archdruid’s industrious cultivation, the maze grants access to hitherto inaccessible sites 
  and unknown treasures for those brave and patient enough to explore its interior.
  The hao Jin TapesTry
  Several years ago, the Pathfinder Society claimed an unassuming tapestry as its prize 
  for winning the prestigious Ruby Phoenix Tournament. Miraculously, the seemingly 
  mundane wall hanging acts as a gateway into a fabulous museum demiplane stocked by the 
  legendary sorceress Hao Jin with people, monuments, and entire cities that she collected 
  during her travels. Although the preservative magic within has begun to fade, innumerable 
  treasures remain intact and undiscovered. The Society has recently discovered how to 
  create additional backdoors to the Tapestry, opening up quick means of travel between 
  Absalom and several of the Society’s most important lodges. These backdoors take time 
  to create and maintain, so though Pathfinders can use the Hao Jin Tapestry as speedy 
  transportation to a few sites, the demiplane is no substitute for true teleportation magic.
  
  Grab your wayfinder and embark on incredible missions with Pathfinder Player Companion: Pathfinder Society 
  Primer! This volume contains everything you need to join the illustrious Pathfinder Society and start on the 
  road to becoming one of Golarion’s finest adventurers, explorers, and chroniclers. Tips and tricks from 
  hardened Pathfinder veterans accompany the latest tools and gear used by Pathfinders in the field to create 
  a priceless resource for the aspiring field agent. New spells, weapons, and magic items also assure that 
  your latest risky mission isn’t your last. If you measure up to the challenge, you might even prove worthy of 
  having your story published in the legendary Pathfinder Chronicles!
  In addition to being useful for your home game, all of the rules in this book are legal for use 
  in the official Pathfinder Society Organized Play worldwide campaign. Inside 
  this book, you’ll find:
  ► Advice and tools for making the most out of your field agent, 
  including new feats, spells, and traits to establish your Pathfinder as an adventurer 
  worthy of the title.
  ► A detailed look at the three branches of the Pathfinder Society—the Swords, the Scrolls, 
  and the Spells—as well as the types of Pathfinders who flock to these sects.
  ► A new prestige class for Pathfinder field agents, versatile adventurers trained to 
  handle all types of situations with their wide variety of potent skills and abilities.
  ► New variant wayfinders and other useful magic items Pathfinders can employ in the field.
  ► New ioun stones—legendary magic gems that fit into a Pathfinder’s wayfinder and grant 
  significant powers—as well as flawed and cracked varieties of each.
  ►  Details on various volumes of the Pathfinder Chronicles, new vanities for Pathfinder 
  Society Organized Play, and information on joining this ongoing worldwide campaign.
  This Pathfinder Player Companion is intended for use with the Pathfinder Roleplaying Game 
  and the Pathfinder campaign setting, but can easily be incorporated into any fantasy world.
  Way of the Open Road
  Printed in China. PZO9435
  paizo.com/pathfinder
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/Companion/Pathfinder Society Primer.pdf