entries
Sorted A-Z
Gamemastery

Treasure by Level

The Party Treasure by Level table shows how much treasure you should give out over the course of a level for a group of four PCs. The Total Value …

The Party Treasure by Level table 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 credits, UPBs, and other valuables. The final column gives the amount of currency to add for each PC beyond four in the group. (Different Party Sizes provides more guidance on this.) For instance, between the time the 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 5,000 credits: two 4th-level permanent items, two 3rd-level permanent items, two 4th-level consumables, two 3rd-level consumables, two 2nd-level consumables, and 1,200 credits worth of currency. When assigning 1st-level permanent items, your best options are armor, weapons, and other gear from Player Core worth between 100 and 200 credits. 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 Alien Core 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, 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. You might also consider making changes to the treasure found in a published adventure to better fit the needs of the party, such as changing a tactical rotolaser into a tactical assassin rifle if none of the PCs use area or automatic weapons. ### Party Treasure by Level Level Total Value Permanent Items (By Item Level) Consumables (By Item Level) Party Currency Currency per Additional PC 1 1,750 credits 2nd: 2, 1st: 2 2nd: 2, 1st: 3 400 credits 100 credits 2 3,000 credits 3rd: 2, 2nd: 2 3rd: 2, 2nd: 2, 1st: 2 700 credits 180 credits 3 5,000 credits 4th: 2, 3rd: 2 4th: 2, 3rd: 2, 2nd: 2 1,200 credits 300 credits 4 8,500 credits 5th: 2, 4th: 2 5th: 2, 4th: 2, 3rd: 2 2,000 credits 500 credits 5 13,500 credits 6th: 2, 5th: 2 6th: 2, 5th: 2, 4th: 2 3,200 credits 800 credits 6 20,000 credits 7th: 2, 6th: 2 7th: 2, 6th: 2, 5th: 2 5,000 credits 1,250 credits 7 29,000 credits 8th: 2, 7th: 2 8th: 2, 7th: 2, 6th: 2 7,200 credits 1,800 credits 8 40,000 credits 9th: 2, 8th: 2 9th: 2, 8th: 2, 7th: 2 10,000 credits 2,500 credits 9 57,000 credits 10th: 2, 9th: 2 10th: 2, 9th: 2, 8th: 2 14,000 credits 3,500 credits 10 80,000 credits 11th: 2, 10th: 2 11th: 2, 10th: 2, 9th: 2 20,000 credits 5,000 credits 11 115,000 credits 12th: 2, 11th: 2 12th: 2, 11th: 2, 10th: 2 28,000 credits 7,000 credits 12 165,000 credits 13th: 2, 12th: 2 13th: 2, 12th: 2, 11th: 2 40,000 credits 10,000 credits 13 250,000 credits 14th: 2, 13th: 2 14th: 2, 13th: 2, 12th: 2 60,000 credits 15,000 credits 14 365,000 credits 15th: 2, 14th: 2 15th: 2, 14th: 2, 13th: 2 90,000 credits 22,500 credits 15 545,000 credits 16th: 2, 15th: 2 16th: 2, 15th: 2, 14th: 2 130,000 credits 32,500 credits 16 825,000 credits 17th: 2, 16th: 2 17th: 2, 16th: 2, 15th: 2 200,000 credits 50,000 credits 17 1,280,000 credits 18th: 2, 17th: 2 18th: 2, 17th: 2, 16th: 2 300,000 credits 75,000 credits 18 2,080,000 credits 19th: 2, 18th: 2 19th: 2, 18th: 2, 17th: 2 480,000 credits 120,000 credits 19 3,550,000 credits 20th: 2, 19th: 2 20th: 2, 19th: 2, 18th: 2 800,000 credits 200,000 credits 20 4,900,000 credits 20th: 4 20th: 4, 19th: 2 1,400,000 credits 350,000 credits Adjusting Treasure The treasure you award to the party should be monitored and adjusted as you play. You might need to give out treasure you hadn't originally planned for, especially if the group bypasses part of an adventure. Keep an eye on the party's resources. If they're running out of consumables or money, or if they're having trouble in combat because their items aren't up to the task, you can make adjustments. This is especially common in adventures that have little downtime or that take place far from civilization. If the group goes a long time without being able to purchase or Craft useful items, the PCs will be flush with credits and valuables but behind on useful equipment. In a situation like this, you can either place more useful treasure in the adventure or introduce NPCs who are willing to trade. Megadungeons And Sandboxes Some adventures have an expectation that the player characters explore where they want and find only what their skill, luck, and ingenuity afford. Two common examples of this type of adventure are the sprawling dungeon with multiple different sections and paths, often called a megadungeon, and free-form exploration, often called a sandbox. If you want to build a freeform adventure like this where characters are likely to miss at least some of the treasure, increase the amount of treasure you place. Be aware, however, that a meticulous group can end up with more treasure than normal and will have advantages in later adventures. For a simple guideline to these situations, increase the treasure as though there were one more PC in the party. If the structure is especially loose, especially in sandbox adventures, you can increase this amount even further.

This product includes content derived from the Starfinder Second Edition rules system, which is available under the ORC License (https://paizo.com/orclicense). Paizo, the Paizo golem logo, and Starfinder are registered trademarks of Paizo Inc. This product is not affiliated with or endorsed by Paizo Inc.

License terms