Pathfinder Gamemastery Guide (Second Edition)

Rule

GameMastery Basics - Introduction - Chapter 1: Gamemastery Basics - General Advice - Stakes and Consequences - Improvisation - Portraying NPCs - Running Encounters - Speed of Play - Initiative - Ad Hoc Bonuses and Penalties - Adjudicating Actions - Maps and Miniatures - Special Battles and Movement - Unexpected Difficulty - Social Encounters - Running Exploration - Evocative Environments - Flow of Time - Exploration Activities - More on Searching - More on Follow the Expert - Improvising New Activities - Scenes Within Exploration - Getting Lost - Surprise Attacks - Running Downtime - Depth of Downtime - Long-Term Goals - Buying and Selling - Tasks and Events - Money in Downtime - Retraining - Adjudicating Rules - Resolving Problems - Narrative Collaboration - Special Circumstances - Rarity in Your Game - Campaign Structure - Basic Structures - Linking Adventures - Player Goals - Changing the World - Recurring Villains - Rewards - Ending the Campaign - Adventure Design - Adventure Recipes - Styles - Threats - Story Arcs - Encounter Design - Variety - Encounter Locations - Enemy Motivations - Dynamic Encounters - Hazards in Combat - Evolving Battlefields - Combining and Separating Encounters - Time Pressure - Secondary Objectives - Opponent Synergy - Misdirection - Recurring Villains - Social Encounters - Treasure by Encounter - Drawing Maps - Tools - Building Versus Modifying - Building Creatures - Develop the Concept - Understanding and Choosing Statistics - Level - Alignment, Size, and Traits - Ability Modifiers - Perception - Languages - Skills - Items - Armor Class - Saving Throws - Hit Points - Immunities, Weaknesses, and Resistances - Speed - Strikes - Spells - Design Abilities - Basics of Ability Design - Active Abilities - Reactive Abilities - Review Holistically - Trait Abilities - Designing NPCs - Non-Combat Level - PC-Style Build - Building Hazards - Concept - Understanding and Choosing Statistics - Stealth and Disable - Defenses - Offense - Simple Hazards - Shrieker - Snowfall - Hampering Web - Brown Mold - Treacherous Scree - Titanic Flytrap - Spectral Reflection - Ghostly Choir - Green Slime - Jealous Abjurer - Plummeting Doom - Grasp of the Damned - Complex Hazards - Building Items - Concept and Role - Item Effects - Designing by Type - Fill in the Numbers - Item Quirks - Intelligent Items - Cursed Items - Bag of Weasels - Specific Cursed Items - Item Curses - Relics - Discovering a Relic - Advancing a Relic - Relic Gifts - Air Gifts - Beast Gifts - Celestial Gifts - Earth Gifts - Fiend Gifts - Fire Gifts - Life Gifts - Mind Gifts - Plant Gifts - Shadow Gifts - Water Gifts - Artifacts - Artifact Rules - Creating an Artifact - Artifacts - Axe of the Dwarven Lords - Deck of Many Things - Elder Sign - Essence Prism - Forgefather’s Seal - Horns of Naraga - Mirror of Sorshen - Orb of Dragonkind - Philosopher’s Extractor - Serithtial - Shot of the First Vault - Sphere of Annihilation - Talisman of the Sphere - Gems and Art Objects - Gems - Art Objects - Afflictions - Curses - Diseases - Drugs - Building Worlds - Design Approach - The World - Civilization - Societal Benchmarks - Designing Nations - Building Settlements - Religion - Cosmology - Nations - Settlements - Settlements in a Game - Settlement Stat Block - The Planes - Planar Traits - Gravity Traits - Time Traits - Planar Essence Traits - Planar Stat Blocks - Inner Sphere Planes - Material Plane - Negative Energy Plane - Positive Energy Plane - Plane of Air - Plane of Earth - Plane of Fire - Plane of Water - Transitive Planes - Outer Sphere Planes - Abaddon - Abyss - Axis - Boneyard - Elysium - Heaven - Hell - Maelstrom - Nirvana - Dimensions - Demiplanes - Subsystems - Deciding to Use a Subsystem - Victory Points - Naming Your Victory Points - Victory Point Subsystem Structures - Obstacles and DCs - Influence - Research - Chases - Obstacles - Building a Chase - Running a Chase - Sample Obstacles - Infiltration - Building an Infiltration - Objective - Obstacles - Awareness Points - Complications - Opportunities - PC Preparations - Reputation - Duels - Leadership - Hexploration - Designing a Hexploration Map - Running Hexploration - Vehicles - Vehicle Basics - Piloting a Vehicle - Vehicle Statistics - Sample Vehicles - Variant Rules - Choosing Variant Rules - Ability Score Variants - Alignment Variants - Deep Backgrounds - Using Deep Backgrounds - Generating Deep Backgrounds - Step 1: Family Background - Step 2: Homeland - Step 3: Major Childhood Event - Step 4: Influential Associate - Step 5: Relationships - Feats and Features - Level 0 Characters - Magic Item Variants - Proficiency Without Level - Skill Points - Stamina - NPC Gallery - Courtiers - Criminals - Devotees - Downtrodden - Explorers - Foresters - Healers - Laborers - Magistrates - Mercenaries - Mystics - Officers - Performers - Publicans - Scholars - Seafarers - Tradespeople - Villains

Creature

Noble - Palace Guard - Advisor - Spy - Grave Robber - Bandit - Ruffian - Charlatan - Burglar - Fence - Assassin - Acolyte of Nethys - Prophet - Zealot of Asmodeus - Priest of Pharasma - Beggar - Commoner - Urchin - Prisoner - Torchbearer - Chronicler - Guide - Tomb Raider - Poacher - Tracker - Hunter - Apothecary - Physician - Surgeon - Plague Doctor - Servant - Dockhand - Farmer - Miner - Gravedigger - Judge - Tax Collector - Harbormaster - Warden - Bodyguard - Mage for Hire - Bounty Hunter - Monster Hunter - Adept - Harrow Reader - Cultist - False Priest - Necromancer - Cult Leader - Demonologist - Barrister - Guard - Archer Sentry - Jailer - Watch Officer - Captain of the Guard - Executioner - Dancer - Acrobat - Troubadour - Beast Tamer - Server - Barkeep - Innkeeper - Drunkard - Librarian - Teacher - Astronomer - Sage - Navigator - Pirate - Bosun - Ship Captain - Apprentice - Merchant - Smith - Guildmaster - Saboteur - Mastermind - Antipaladin - Despot - Reckless Scientist - Gang Leader