As the GM, it’s your job to distribute treasure to the player characters. Treasure appears throughout an adventure, and the PCs obtain it by raiding treasure hoards, defeating foes who carry valuable items or currency, getting paid for successful quests, and any other way you can imagine.
This section provides guidelines for distributing treasure in a typical Pathfinder campaign, but you always have the freedom to assign extra treasure for a high-powered game, less treasure for a gritty survival horror adventure, or any amount in between.
Table 10–9: Party Treasure by Level on the next page shows how much treasure you should give out over the course of a level for a group of four PCs. The Total Value column gives an approximate total value of all the treasure, in case you want to spend it like a budget. The next several columns provide suggestions for breaking down that total into permanent items, which the PCs keep and use for a long time; consumables, which are destroyed after being used once; and currency, which includes coins, gems, and other valuables primarily spent to acquire items or services. The final column gives the amount of currency to add for each PC beyond four in the group; use this only if you have more than four characters in the game. (Different Party Sizes on page 510 provides more guidance on this.)
For instance, between the time your PCs reach 3rd level and the time they reach 4th level, you should give them the treasure listed in the table for 3rd level, worth approximately 500 gp: two 4th-level permanent items, two 3rd-level permanent items, two 4th-level consumables, two 3rd-level consumables, two 2nd-level consumables, and 120 gp worth of currency.
When assigning 1st-level permanent items, your best options are armor, weapons, and other gear from Chapter 6 worth between 10 and 20 gp. The treasure listed in the row for 20th level represents a full level’s worth of adventures, even though there is no way to reach 21st level.
Some creature entries in the
Pathfinder Bestiary list treasure that can be gained by defeating an individual creature; this counts toward the treasure for any given level. Published adventures include a suitable amount of treasure throughout the adventure, though you should still monitor the party’s capabilities as the PCs progress through the adventure to make sure they don’t end up behind.
Table 10-9: Party Treasure by Level
| Level | Total Value | Permanent Items (By Item Level) | Consumables (By Item Level) | Party Currency | Currency per Additional PC |
| 1 | 175 gp | 2nd: 2, 1st: 2 | 2nd: 2, 1st: 3 | 40 gp | 10 gp |
| 2 | 300 gp | 3rd: 2, 2nd: 2 | 3rd: 2, 2nd: 2, 1st: 2 | 70 gp | 18 gp |
| 3 | 500 gp | 4th: 2, 3rd: 2 | 4th: 2, 3rd: 2, 2nd: 2 | 120 gp | 30 gp |
| 4 | 850 gp | 5th: 2, 4th: 2 | 5th: 2, 4th: 2, 3rd: 2 | 200 gp | 50 gp |
| 5 | 1,350 gp | 6th: 2, 5th: 2 | 6th: 2, 5th: 2, 4th: 2 | 320 gp | 80 gp |
| 6 | 2,000 gp | 7th: 2, 6th: 2 | 7th: 2, 6th: 2, 5th: 2 | 500 gp | 125 gp |
| 7 | 2,900 gp | 8th: 2, 7th: 2 | 8th: 2, 7th: 2, 6th: 2 | 720 gp | 180 gp |
| 8 | 4,000 gp | 9th: 2, 8th: 2 | 9th: 2, 8th: 2, 7th: 2 | 1,000 gp | 250 gp |
| 9 | 5,700 gp | 10th: 2, 9th: 2 | 10th: 2, 9th: 2, 8th: 2 | 1,400 gp | 350 gp |
| 10 | 8,000 gp | 11th: 2, 10th: 2 | 11th: 2, 10th: 2, 9th: 2 | 2,000 gp | 500 gp |
| 11 | 11,500 gp | 12th: 2, 11th: 2 | 12th: 2, 11th: 2, 10th: 2 | 2,800 gp | 700 gp |
| 12 | 16,500 gp | 13th: 2, 12th: 2 | 13th: 2, 12th: 2, 11th: 2 | 4,000 gp | 1,000 gp |
| 13 | 25,000 gp | 14th: 2, 13th: 2 | 14th: 2, 13th: 2, 12th: 2 | 6,000 gp | 1,500 gp |
| 14 | 36,500 gp | 15th: 2, 14th: 2 | 15th: 2, 14th: 2, 13th: 2 | 9,000 gp | 2,250 gp |
| 15 | 54,500 gp | 16th: 2, 15th: 2 | 16th: 2, 15th: 2, 14th: 2 | 13,000 gp | 3,250 gp |
| 16 | 82,500 gp | 17th: 2, 16th: 2 | 17th: 2, 16th: 2, 15th: 2 | 20,000 gp | 5,000 gp |
| 17 | 128,000 gp | 18th: 2, 17th: 2 | 18th: 2, 17th: 2, 16th: 2 | 30,000 gp | 7,500 gp |
| 18 | 208,000 gp | 19th: 2, 18th: 2 | 19th: 2, 18th: 2, 17th: 2 | 48,000 gp | 12,000 gp |
| 19 | 355,000 gp | 20th: 2, 19th: 2 | 20th: 2, 19th: 2, 18th: 2 | 80,000 gp | 20,000 gp |
| 20 | 490,000 gp | 20th: 4 | 20th: 4, 19th: 2 | 140,000 gp | 35,000 gp |
A party will find money and other treasure that isn’t useful on its own but that can be sold or spent on other things. The gp values in the Party Currency column don’t refer only to coins. Gems, art objects, crafting materials (including precious materials), jewelry, and even items of much lower level than the party’s level can all be more interesting than a pile of gold.
If you include a lower-level permanent item as part of a currency reward, count only half the item’s Price toward the gp amount, assuming the party will sell the item or use it as crafting material. But lower-level consumables might still be useful, particularly scrolls, and if you think your party will use them, count those items at their full Price.
Not all treasure has to be items or currency. Crafters can use the Crafting skill to turn raw materials directly into items instead of buying those items with coins. Knowledge can expand a character’s abilities, and formulas make good treasure for item-crafting characters. A spellcaster might get access to new spells from an enemy’s spellbook or an ancient scholar, while a monk might retrain techniques with rarer ones learned from a master on a remote mountaintop.
Giving out uncommon and rare items and formulas can get players more interested in treasure. It’s best to introduce uncommon items as a reward fairly regularly but rare items only occasionally. These rewards are especially compelling when the adventurers get the item by defeating or outsmarting an enemy who carries an item that fits their backstory or theme.
Uncommon and rare formulas make great treasure for a character who Crafts items. Note that if an uncommon or rare formula is broadly disseminated, it eventually becomes more common. This can take months or years, but the item might start showing up in shops all around the world.
The levels listed for items on Table 10–9: Party Treasure by Level aren't set in stone. You can provide items of slightly higher or lower level as long as you take into account the value of the items you hand out. For instance, suppose you were considering giving a party of 11th-level PCs a
runestone with a
fortification rune (with a Price of 2,000 gp) as one of their 12th-level items, but you realize they've had trouble finding armor in their recent adventures, so you instead decide to give them a suit of 11th-level
+2 resilient armor (1,400 gp) instead. Since the armor has a lower Price than the rune, you might also add a 9th-level
shadow rune (650 gp) to make up the difference. The total isn't exactly the same, but that's all right.
However, if you wanted to place a 13th-level permanent item in a treasure hoard, you could remove two 11th-level permanent items to make a roughly equivalent exchange. When you make an exchange upward like this, be cautious: not only might you introduce an item with effects that are disruptive at the party's current level of play, but you also might give an amazing item to one PC while other characters don't gain any new items at all!
If you're playing in a long-term campaign, you can spread out the treasure over time. A major milestone can give extra treasure at one level, followed by a tougher dungeon with fewer new items at the next level. Check back occasionally to see whether each PC's treasure is comparable to the amount they'd get if they created a new character at their current level, as described under Treasure for New Characters below. They should be a bit higher. but if there's a significant discrepancy, adjust the adventure's upcoming treasure rewards accordingly.
If a party has more than four characters, add the following for each additional character:
- One permanent item of the party’s level or 1 level higher
- Two consumables, usually one of the party’s level and one of 1 level higher
- Currency equal to the value in the Currency per Additional PC column of Table 10–9
If the party has fewer than four characters, you can subtract the same amount for each missing character, but since the game is inherently more challenging with a smaller group that can’t cover all roles as efficiently, you might consider subtracting less treasure and allowing the extra gear help compensate for the smaller group size.
When your new campaign starts at a higher level, a new player joins an existing group, or a current player’s character dies and they need a new one, your campaign will have one or more PCs who don’t start at 1st level. In these cases, refer to Table 10–10: Character Wealth on the next page, which shows how many common permanent items of various levels the PC should have, in addition to currency. A single item on this table is always a baseline item. If the player wants armor or a weapon with property runes, they must buy the property runes separately, and for armor or a weapon made of a precious material, they must pay for the precious material separately as well.
These values are for a PC just starting out at the given level. If the PC is joining a party that has already made progress toward the next level, consider giving the new character an additional item of their current level. If your party has kept the treasure of dead or retired PCs and passed it on to new characters, you might need to give the new character less than the values on the table or reduce some of the treasure rewards of the next few adventures.
Table 10-10: Character Wealth
| Level | Permanent Items | Currency | Lump Sum |
| 1 | - | 15 gp | 15 gp |
| 2 | 1st: 1 | 20 gp | 30 gp |
| 3 | 2nd: 1, 1st: 2 | 25 gp | 75 gp |
| 4 | 3rd: 1, 2nd: 2, 1st: 1 | 30 gp | 140 gp |
| 5 | 4th: 1, 3rd: 2, 2nd: 1, 1st: 2 | 50 gp | 270 gp |
| 6 | 5th: 1, 4th: 2, 3rd: 1, 2nd: 2 | 80 gp | 450 gp |
| 7 | 6th: 1, 5th: 2, 4th: 1, 3rd: 2 | 125 gp | 720 gp |
| 8 | 7th: 1, 6th: 2, 5th: 1, 4th: 2 | 180 gp | 1,100 gp |
| 9 | 8th: 1, 7th: 2, 6th: 1, 5th: 2 | 250 gp | 1,600 gp |
| 10 | 9th: 1, 8th: 2, 7th: 1, 6th: 2 | 350 gp | 2,300 gp |
| 11 | 10th: 1, 9th: 2, 8th: 1, 7th: 2 | 500 gp | 3,200 gp |
| 12 | 11th: 1, 10th: 2, 9th: 1, 8th: 2 | 700 gp | 4,500 gp |
| 13 | 12th: 1, 11th: 2, 10th: 1, 9th: 2 | 1,000 gp | 6,400 gp |
| 14 | 13th: 1, 12th: 2, 11th: 1, 10th: 2 | 1,500 gp | 9,300 gp |
| 15 | 14th: 1, 13th: 2, 12th: 1, 11th: 2 | 2,250 gp | 13,500 gp |
| 16 | 15th: 1, 14th: 2, 13th: 1, 12th: 2 | 3,250 gp | 20,000 gp |
| 17 | 16th: 1, 15th: 2, 14th: 1, 13th: 2 | 5,000 gp | 30,000 gp |
| 18 | 17th: 1, 16th: 2, 15th: 1, 14th: 2 | 7,500 gp | 45,000 gp |
| 19 | 18th: 1, 17th: 2, 16th: 1, 15th: 2 | 12,000 gp | 69,000 gp |
| 20 | 19th: 1, 18th: 2, 17th: 1, 16th: 2 | 20,000 gp | 112,000 gp |
You should work with the new character’s player to decide which items their character has. Allow the player to make suggestions, and if they know what items they want their character to have, respect their choices unless you believe those choices will have a negative impact on your game. At your discretion, you can grant the player character uncommon or rare items that fit their backstory and concept, keeping in mind how many items of those rarities you have introduced into your game. The player can also spend currency on consumables or lower-level permanent items, keeping the rest as coinage. As usual, you determine which items the character can find for purchase.
A PC can voluntarily choose an item that has a lower level than any or all of the listed items, but they don’t gain any more currency by doing so.
If you choose, you can allow the player to instead start with a lump sum of currency and buy whatever common items they want, with a maximum item level of 1 lower than the character’s level. This has a lower total value than the normal allotment of permanent items and currency, since the player can select a higher ratio of high-level items.
Characters can usually buy and sell items only during downtime. An item can typically be sold for only half its Price, though art objects, gems, and raw materials can be sold for their full Price (page 271).