|||
Home
Afflictions/Hazards
Classes
Deities
Equipment
Feats
Magic Items
Monster Index
Mythic Index
NPC Index
Prestige Classes
Races
Rules
Skills
Spells/Rituals
Technology
Traits
Licenses
Projects
Sources
Tools
Contact Us
Contributors
Support the Archives
Maximize Menu
Archives of Nethys
Character Creation +
Classes
Feats
Prestige Classes
Races
Skills
Traits
Mythic Index
Deities
Equipment +
Equipment (Non-Magical)
Magic Items
Technology
Spells/Rituals
Rules +
Afflictions
NPC Index
Rules
Tools
Hazards
Monsters
Sources
About the Archives +
Licenses
Projects
Contact Us
Contributors
Support the Archives
Toggle Theme
Archives of Nethys
Rules Index
|
GM Screen
PRPG Core Rulebook ►
Basics
How to Play
Common Terms
Character Creation
Ability Scores
Character Advancement
The Most Important Rule
Generating Ability Scores
Determine Bonuses
Abilities and Spellcasters
The Abilities
Alignment
The Nine Alignments
Changing Alignments
Age
Height and Weight
Carrying Capacity
Advancing Your Character
Multiclassing
Favored Class
Prestige Classes
Definitions of Terms
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
Combat
How Combat Works
Combat Statistics
The Combat Round
Initiative
Surprise
Attack Roll
Attack Bonus
Armor Class
Damage
Hit Points
Attacks of Opportunity
Speed
Saving Throws
Actions in Combat
Action Types
Standard Actions
Attack
Activate Magic Item
Cast a Spell
Start/Complete Full-Round Action
Total Defense
Use Special Ability
Move Actions
Move
Direct or Redirect a Spell
Draw or Sheathe a Weapon
Manipulate an Item
Mount/Dismount a Steed
Ready or Drop a Shield
Stand Up
Full-Round Actions
Full Attack
Cast a Spell
Move 5 Feet through Difficult Terrain
Run
Use Special Ability
Withdraw
Free Actions
Cease Concentration on Spell
Drop an Item
Drop Prone
Speak
Swift Actions
Cast a Quickened Spell
Immediate Actions
Miscellaneous Actions
Take 5-Foot Step
Use Feat
Use Skill
Injury and Death
Loss of Hit Points
Disabled (0 Hit Points)
Dying (Negative Hit Points)
Dead
Stable Characters and Recovery
Healing
Temporary Hit Points
Nonlethal Damage
Movement, Position, and Distance
Tactical Movement
Measuring Distance
Moving Through a Square
Terrain and Obstacles
Special Movement Rules
Big and Little Creatures in Combat
Combat Modifiers
Cover
Concealment
Flanking
Helpless Defenders
Special Attacks
Aid Another
Charge
Combat Maneuvers
Bull Rush
Disarm
Grapple
Overrun
Sunder
Trip
Feint
Mounted Combat
Throw Splash Weapon
Two-Weapon Fighting
Special Initiative Actions
Delay
Ready
Conditions
Special Abilities
Ability Score Bonuses
Ability Score Damage, Penalty, and Drain
Afflictions
Curses
Diseases
Poison
Blindsight and Blindsense
Channel Resistance
Charm and Compulsion
Damage Reduction
Darkvision
Death Attacks
Energy Drain and Negative Levels
Energy Immunity and Vulnerability
Energy Resistance
Fear
Invisibility
Low-Light Vision
Paralysis
Scent
Spell Resistance
When Spell Resistance Applies
Successful Spell Resistance
Environment
Dungeons
Types of Dungeons
Dungeon Terrain
Walls
Floors
Doors
Walls, Doors, and Detect Spells
Stairs
Cave-Ins and Collapses (CR 8)
Slimes, Molds, and Fungi
Traps
Elements of a Trap
Type
Perception and Disable Device DCs
Trigger
Duration
Reset
Bypass (Optional Element)
Effect
Miscellaneous Trap Features
Sample Traps
Designing a Trap
Challenge Rating of a Trap
Mechanical Trap Cost
Magic Device Trap Cost
Spell Trap Cost
Craft DCs for Mechanical Traps
Wilderness
Getting Lost
Forest Terrain
Forest Fires (CR 6)
Marsh Terrain
Hills Terrain
Mountain Terrain
Avalanches (CR 7)
Mountain Travel
Desert Terrain
Sandstorms
Plains Terrain
Aquatic Terrain
Underwater Combat
Floods
Urban Adventures
Weapon and Spell Restrictions
Urban Features
Walls and Gates
Guards and Soldiers
Siege Engines
City Streets
Above and Beneath the Streets
City Buildings
City Lights
Weather
Rain, Snow, Sleet, and Hail
Storms
Fog
Winds
The Planes
Layered Planes
How Planes Interact
Environmental Rules
Acid Effects
Cold Dangers
Ice Effects
Darkness
Falling
Falling Objects
Heat Dangers
Catching on Fire
Lava Effects
Smoke Effects
Starvation and Thirst
Suffocation
Water Dangers
Drowning
Exploration
Movement
Tactical Movement
Local Movement
Overland Movement
Evasion and Pursuit
Vision and Light
Breaking and Entering
Smashing an Object
Breaking Items
Gamemastering
Basics from the Core Rulebook
Starting a Campaign
Published Adventures
Building an Adventure
Stat Blocks
Designing Encounters
Awarding Experience
Placing Treasure
Building a Treasure Hoard
Preparing for the Game
During the Game
Campaign Tips
Cost of Living
Monstrous Characters
Ending the Campaign
Beyond 20th Level
Creating NPCs
Step 1: The Basics
Step 2: Determine Ability Scores
Step 3: Skills
Step 4: Feats
Step 5: Class Features
Step 6: Gear
Step 7: Details
Example: Kiramor, the Forest Shadow
Items
Equipment
Wealth and Money
Coins
Other Wealth
Selling Treasure
Weapons
Weapon Qualities
Masterwork Weapons
Armor
Masterwork Armor
Armor for Unusual Creatures
Getting Into and Out of Armor
Magic Items
Magic Items and Detect Magic
Using Items
Size and Magic Items
Magic Items on the Body
Saving Throws Against Magic Item Powers
Damaging Magic Items
Repairing Magic Items
Charges, Doses, and Multiple Uses
Purchasing Magic Items
Magic Item Descriptions
Magic Armor
Magic Weapons
Potions
Rings
Rods
Scrolls
Staves
Wands
Wondrous Items
Intelligent Items
Designing an Intelligent Item
Intelligent Item Alignment
Intelligent Item Ability Scores
Languages Spoken by Item
Senses and Communication
Intelligent Item Powers
Special Purpose Items
Dedicated Powers
Item Ego
Items against Characters
Cursed Items
Common Cursed Item Effects
Artifacts
Minor Artifacts
Major Artifacts
Magic Item Creation
Magic Item Gold Piece Values
Creating Magic Armor
Creating Magic Weapons
Creating Potions
Creating Rings
Creating Rods
Creating Scrolls
Creating Staves
Creating Wands
Creating Wondrous Items
Adding New Abilities
Extradimensional Spaces
Magic
Magic Basics
Casting Spells
Choosing a Spell
Concentration
Counterspells
Caster Level
Spell Failure
The Spell's Results
Special Spell Effects
Combining Magic Effects
Spell Descriptions
Name
School (Subschool)
Abjuration
Conjuration
Divination
Enchantment
Evocation
Illusion
Necromancy
Transmutation
Descriptor
Level
Components
Casting Time
Range
Aiming a Spell
Duration
Saving Throw
Spell Resistance
Descriptive Text
Arcane Spells
Preparing Wizard Spells
Arcane Magical Writing
Wizard Spells and Borrowed Spellbooks
Adding Spells to a Wizard's Spellbook
Writing a New Spell into a Spellbook
Replacing and Copying Spellbooks
Selling a Spellbook
Sorcerers and Bards
Divine Spells
Preparing Divine Spells
Divine Magical Writing
New Divine Spells
Special Abilities
Arcane Spells and Armor
Skills
Acquiring Skills
Skill Checks
Taking 10 and Taking 20
Aid Another
Skill Descriptions
Pathfinder RPG Bestiary ►
Gamemastering
Bestiary
Introduction
Stat Block
Description
Monster Creation
Step 1: Concept
Step 2: Target Statistics
Step 3: Hit Dice
Step 4: Size
Step 5: Abilities
Step 6: Skills and Feats
Step 7: Other Statistics
Step 8: Special Abilities and Qualities
Step 9: Treasure
Step 10: Details
Monster Advancement
Templates
Adding Racial Hit Dice
Step 1: Plan the Monster
Step 2: Add Hit Dice
Step 3: Ability Scores
Step 4: Skills and Feats
Step 5: Statistics
Step 6: Comparison
Adding Class Levels
Step 1: Determine Creature’s Role
Step 2: Add Class Levels
Step 3: Determine CR
Monsters as PCs
Pathfinder #28: The Infernal Syndrome ►
Misc
Possession
Possession Feats
Possession Actions
Exorcism
Bodily Possession
Object Possession
Possesed Locations
GameMastery Guide ►
Combat
Infestations
Gamemastering
GameMastery Guide
Getting Started
Duties of a GM
A Game Master's Glossary
Tone and Maturity
Style of Play
Tone and Setting
Group Styles
Retaining Interest
Sensitive Topics
The GM as Host
Number of Players
Small Groups
Large Groups
Finding Players
Where to Play
The Building
The Room
When to Play
Rules of the House
Player Absence
Calling off a Session
Food at the Game Table
Children and Pets
Other Activities at the Game Table
Out-of-Character Talking
Interplayer Conflict
Preparing to Run a Game
Things to Have at the Table
Seven Essentials for Good Preperation
Know the Characters and the Players
Know the Scene
Know the Story
Know the Adversaries
Know the Rules
Don't Overdo it
Lay a few Alternate Plans
Published or Homegrown
Sharing the Load
One-Shot Games
Characters
Getting Started
Wrapping up
Campaigns
Essentials of Good Campaigns
Setting and Scope
Story
Movers and Shakers
Campaign Endings
Winging It
Creating a Campaign Guide
System
Setting and Scope
Story
Voice
Publication
Print
Electronic
Copyrights
Other Media
Running a Game
How to Run a Game
GMing Style Choices
Pregame Preperation
Running the Game
Post Game
The Art of GMing
Making it Happen
Forcing Things
Follow the PCs' Lead
The Illusion of Free Choice
GM as Actor
Volume and Style
Giving Direction
Presentation
Handouts and Props
Music
Lighting
Attention and Distractions
Narrative Techniques
Description
Spotlight
Backstory
Cliffhangers
Cut Scenes
Flashbacks
Foreshadowing
Secrets
Cheatings
The Science of GMing
Gamemastering Basics
Dice Mechanics
Game Accessories
Creating Adventures
Running Smooth Combats
Building Encounters
Play to the PCs' Strengths
High- and Low-CR Encounters
Solo Monsters vs. Groups of Monsters
Winning Monster Combos
Don't Stymie the PCs
Unusual Campaigns
No Healers
No Spellcasters
All Spellcasters
Small Party
Large Party
Variant Play Experiences
Solo Campaigns
Convention Play
Online Games
Fixing a 'Broken' Game
GM Considerations
Game Changers
Emergency Game Prep
TPKs
Overpowered PCs
Personalizing Published Adventures
Converting Content from 3.5 or Other Systems
Words Every Game Master Should Known
Player Characters
Starting Characters
The Face of the Enemy
Before the Game
Group Composition
Character Creation
Character Backgrounds
During the Game
Fair Gameplay
Player Knowledge
Plot Development
After the Game
Keeping Current
Feedback
Creativity Between Sessions
New Players
The Life of a Party
Gathering A Group
Shared Past
Shared Goal
In Media Res
Flash Forward
Party Composition
Splitting the Party
Adjusting for Limitations
Secondary Characters
Handling Treasure
Death of a Hero
When to Resurrect
Back from the Grave
Alignment
Predestination
Free Willl
Defining Deeds
Changing Alignment
Evil Characters
Player Interactions
Antagonist
Continuity Expert
Diva
Entrepreneur
Flake
Glass Jaw
Loner
Lump
One-Trick Pony
Multitask Master
Power Game
Rules Lawyer
Tagalong
Thespian
Nonplayer Characters
Cast of Characters
Designing NPCs
NPC Roles
Good to Read, Good to Play
NPC Basics
Making NPCs Unique
Naming NPCs
Avoiding NPC Overwork
Stereotypes
Monstrous NPCs
Life of an NPC
Building Connections
Dead Ends
Who's in Control?
Beyond Expectations
NPC Traps
NPC Boons
Adept
Aristocrat
Commoner
Expert
Warrior
Villains
Villainous Archetypes
Crime Lore
Evil Overlord
Evil Priest
Mad Wizard
Scheming Noble
Advanced Villainy
The Villain's Escape Kit
Playing Villains
Hans-On Management
Secret Villains
The Disembodied Voice
A Bolt-Hole
Rewards
The Role of Rewards
Experience
Backgrounded Experience
Downtime Experience
Immediate Experience
Handwaved Experience
Ad Hoc Experience
Treasure
Magic Items
High or Low Magic?
Reducing Magic with Rules Adjustments
Reducing Magic with World Description
Magic Shops
Types of Magic Shops
Trouble Items
Story Items
Starting Treasure
Starting with Magic Items
Heirloom Items
Setting Items
Plot Items
Mighty Items
Wealthy Characters
What is a Reward
Making Basic Treasure Interesting
Non-Adventuring Magic Items
Burdensome Treasure
Special Treasures
Services, Franchises and Property
Coins
Intangible Benefits
Story Benefits
Treasures as Adventures
Exit Rewards
PCs Controlling Rewards
Research and Designing Spells
Good Spells and Bad Spells
Creating a Spell
Spell Components
Components for New Spells
Enhanced Components
Wishes
Making Magic Items
Ad-Hoc Pricing
Keeping the Balance
Creating a World
World Building
Defining a Setting
Tools of the Trade
Building a City
Detailing Your World
The Heroic Details
The Mundane Details
The Scholarly Details
Geography
Creating a World Map
Starting Size
Terrain Hierarchy
Geologic Touchstones
Coastlines
Elevations
Rivers
Vegetation
Tags
Breaking the Rules
Cultural Considerations
Core Elements of the People
Government and Law
Economics
The Primitive Society
Defining Primitive Culture
Leadership and Control
Religion, Taboos, Rituals, and Superstitions
Questions about Your Primitive Society
The Feudal Society
Ruling a Feudal Society
The Feudal Hierarchy
Religion's Role
Questions about Your Feudal Society
The Rural/Agrarian Society
Life in an Agrarian Society
The Religion of Farmers
Social Structure and Economy
Challenges
Questions about Your Rural/Agrarian Society
The Cosmopolitan Society
City Requirements
Urban Planning
Questions about Your City
Other Societies
Technology
Contentious Technology
Multiple Levels of Technology
Magic and Technology
Anachronisms
Time
The Role of Time
Time in Your Game
Celebrating Time
Crafting Time
Traps and Opportunities
The Age of the World
Youthful Worlds
Ancient Worlds
The Cosmos
Creating Your Planet
Other Worlds
Space Travel
Extraterrestrials
The Planes
The Purpose of Planes
Planar Models
Sample Cosmological Shapes
Location and Travel
Other Considerations
Parallel Words
Creating a Parallel World
Sample Parallel Worlds
Going Home
Adventures
Elements of Adventure
What Makes a Great Adventure
Choosing Your Adventure
Dungeons
The Dungeon Concept
Drawing a Dungeon Map
Sketching the Map
Inking the Map
Tagging the Map
Adding Details to the Map
Dungeon Ecology
Encounter Archetypes
Resting in the Dungeon
Planar
What is a Plane?
Planar Traits
Physical Traits
Gravity Traits
Time Traits
Shape and Size Traits
Morphic Traits
Elemental and Energy Traits
Alignment Traits
Magic Traits
The Great Beyond
Material Plane
Shadow Plane
Negative Energy Plane
Positive Energy Plane
Plane of Air
Plane of Earth
Plane of Fire
Plane of Water
Ethereal Plane
Astral Plane
Abaddon (Neutral Evil)
The Abyss (Chaotic Evil)
Elysium (Chaotic Good)
Heaven (Lawful Good)
Hell (Lawful Evil)
Limbo (Chaotic Neutral)
Nirvana (Neutral Good)
Purgatory (Neutral)
Utopia (Lawful Neutral)
Taverns
Services
Setting and Quality
Drinks
Food
Entertainment
Bedding
Other Amenities
Staff and Patrons
Staff
Patrons
Describing Personalities
Urban
The Shape of Civilization
Streets and Traffic
Settlement Population Ranges
Settlements in Play
The Settlement Stat Block
Settlement Modifiers
Settlement Alignment
Settlement Government
Settlement Qualities
Settlement Disadvantages
Water
Aquatic Adventures
Adapting to Aquatic Adventures
Nautical Adventures
Fast-Play Ship Combat
Sinking
Ship Statistics
Wilderness
Climate and Weather
Climate
Weather
Environment
Deserts
Forests/Jungles
Hills
Marshes, Swamps, and Bogs
Mountains
Plains
Underground
Encounters on a Journey
Advanced Topics
Customizing Your Game
When to Design?
When to Disguise?
Chases
Building a Chase
Chase Obstacles
Running a Chase
Disasters
Volcanoes
Lava
Lava Bombs (CR 2 or 8)
Poisonous Gase (CR 5)
Pyroclastic Flows (CR 10)
Tsunamis
Undead Uprising
The Unquiet Dead
Skeletal Awakening
Lost Souls
Necropolis
Drugs and Addiction
Drugs
Addiction
Curing Addiction
Drunkenness
Fortune-Telling
Basic Fortune-Telling Methods
Fortune-Telling Props
Fortune-Telling as Theater
Mundane and Magical Fortune-Telling
Gambling and Games of Chance
Creating the Right Atmosphere
Types of Gambling Games
Gambling and Skill Checks
Sample Game: Twenty Bones
Games of Chance
Designing a Gambling Game
Haunts
Haunt Rules
Elements of a Haunt
Creating a Haunt
Hazards
Sample Hazards
Accursed Pool (CR 3)
Bad Air (CR 1 or 4)
Dweomersink (CR 6)
Ear Seekers (CR 5)
Magnetized Ore (CR 2)
Mnemonic Crystals (CR 3)
Poison Oak (CR 1 or 3)
Rot Grubs (CR 4)
Mysteries and Investigations
The Fantasy Mystery
Running a Mystery
Magical Investigations
Puzzles and Riddles
The Setup
The Mechanism
The Clues
Sample Puzzles
The Answer
Sanity and Madness
Going Insane
Curing Insanity
Types of Insanity
NPC Gallery
An NPC by Any Other Name
NPC Boons
Advanced Player's Guide ►
Basics
Racial Traits
Racial Favored Class Bonus
Archetypes
Traits
Gaining Traits
Types of Traits
Restrictions on Trait Selection
Combat
Dirty Trick
Drag
Reposition
Steal
Optional Rule Systems
Hero Points
Awarding Hero Points
Using Hero Points
Hero Points for GMs
Antiheroes
Ultimate Magic ►
Magic
Mastering Magic
Spellblights
Gaining Spellblights
Optional Ways to Acquire Spellblights
Removing Spellblights
Description of Spellblights
Minor Spellblights
Major Spellblights
Benefits of Harmful Conditions
Spell Duels
Starting a Duel
Duel Combat
Duel Counter
Duel Results
Binding Outsiders
Calling Outsiders
Clerics and Oracles
Wizards, Sorcerers, and Summoners
True Names
Dealing with Outsiders
Anathematic Substances
Outsider Categories
Aeon
Agathion
Angels
Archons
Azata
Daemons
Demons
Devils
Elementals and Genies
Inevitables
Proteans
Qlippoth
Other Outsiders
Building and Modifying Constructs
Animated Objects
New Animated Object Abilities
Building New Constructs
Pricing a New Construct
Repairing Constructs
Construct Modifications
Basic Modifications
Complex Modifications
Designing Spells
The Golden Rule
Spell Terminology
Intended Level
Function
Spell Research
Spell Damage
Target
Damage Caps
Range
Duration
Saving Throw
Spell Resistance
Casting Time
Components
School
Bonus Type
Description
Hierarchy of Attack Effects
Depletable Statistics
Core is King
Multipurpose Spells
Choosing Descriptors
Benchmarks
1st Level
2nd Level
3rd Level
4th Level
5th Level
6th Level
7th Level
8th Level
9th Level
Optional Rule Systems
Words of Power
Optional
Becoming a Wordcaster
Learning Words of Power
Class-Specific Rules
Arranging Words of Power
Casting Wordspells
Magic Item Creation
Examples
Target Words
Effect Word Descriptions
Acid Words
Alignment Words
Animal Words
Armor Words
Binding Words
Body Words
Change Words
Cold Words
Command Words
Concealing Words
Death Words
Destruction Words
Detection Words
Dispelling Words
Divination Words
Electricity Words
Fear Words
Fire Words
Flight Words
Force Words
Gravity Words
Healing Words
Illusion Words
Illumination Words
Language Words
Life Words
Pain Words
Power Words
Sonic Words
Summoning Words
Teleportation Words
Time Words
Wall Words
Weather Words
Wounding Words
Meta Words
Words of Power in the Worlds
Introducing Words of Power
Class Word Lists
Alchemist Words
Bard Words
Cleric/Oracle Words
Druid Words
Inquisitor Words
Magus Words
Paladin Words
Ranger Words
Sorcerer/Wizard Words
Summoner Words
Witch Words
Ultimate Combat ►
Combat
Mastering Combat
Firearms
Firearms in Your Campaign
Firearm Rules
Firearm Description
Early Firearms
Advanced Firearms
Firearm Ammunition and Adventuring Gear
Duels
Starting a Duel
Duel Combat
Dueling Counter
Dueling Dodge
Dueling Parry
Dueling Resolve
Duels and Performance Combat
Duel Results
Performance Combat
Types of Performance Combat
Crowd Attitudes
Crowd's Starting Attitude
Performance Combat Check
Performance Combat Check DC
Affecting the Crowd's Attitude
Swift Action Checks
Free Action or Immediate Action Checks
Mandatory Checks
Victory Points
Determining a Winner
Serialized Performance Combat
Siege Engines
Siege Engine Rules
Siege Engine Qualities
Ranged Siege Engines
Siege Weapon Description
Special Siege Engine Ammunition
Close Assault Siege Engines
Structure Hardness and Hit Points
Buildings
Gates
Walls
Items
Vehicles
Vehicle Basics
Full Vehicle Rules
Drivers
Occupants
Propulsion and Driving Checks
Vehicle Size and Space
Vehicle Facing and Movement
Driving Vehicles
Optional Rule: Wide Turns
Vehicles in Combat
Propulsion Devies
Driving Devices
Vehicle Statistics
Land Vehicles
Water Vehicles
Air Vehicles
Optional Rule Systems
Armor as Damage Reduction
Defense
Armor as DR
Critical Hits and Defense
Called Shots
Making Called Shots
Additional Rules
Called Shot Effects
Arm
Chest
Ear
Eye
Hand
Head
Heart
Leg
Neck
Vitals
Piecemeal Armor
Armor Pieces and Armor Suits
Armor Pieces and Proficiency
Masterwork, Special Material, and Magic Armor
Adamantine
Dragonhide
Mithral
Getting Into and Out of Armor Pieces
Armor Pieces for Unusual Creatures
Armor and Armor Piece Hit Points and Hardness
Armor Piece Descriptions
Arms
Legs
Torso
Wounds and Vigor
Determining Wound Points and Vigor Points
Wound Points
Vigor Points
Regaining Wound Points and Vigor Points
Attacks that Deal Wound Point Damage
Other Considerations
Wounds and Vigor Variant Feats
Advanced Race Guide ►
Gamemastering
Race Builder
Race Examples
Creating a New Race
Challenging Advanced and Monstrous Races
Step 1: Concept
Step 2: Racial Qualities
Type Quality
Aberration (3 RP)
Construct (20 RP)
Dragon (10 RP)
Fey (2 RP)
Humanoid (0 RP)
Monstrous Humanoid (3 RP)
Outsider (native) (3 RP)
Plant (10 RP)
Undead (16 RP)
Races without Constitution
Special Subtypes
Size Quality
Base Speed Quality
Ability Score Quality
Language Quality
Step 3: Racial Traits
Humanoid Subtype as Prerequisites
Ability Score Racial Traits
Advanced Ability Score Traits
Defense Racial Traits
Standard Defense Traits
Advanced Defense Traits
Monstrous Defense Traits
Feat and Skill Traits
Standard Feat and Skill Traits
Advanced Feat and Skill Traits
Magical Racial Traits
Standard Magical Traits
Advanced Magical Traits
Monstrous Magical Traits
Movement Racial Traits
Standard Movement Traits
Advanced Movement Traits
Monstrous Movement Traits
Offensive Racial Traits
Standard Offensive Traits
Advanced Offensive Traits
Monstrous Offensive Traits
Senses Racial Traits
Standard Senses Traits
Advanced Senses Traits
Monstrous Senses Traits
Weakness Racial Traits
Standard Weakness Traits
Advanced Weakness Traits
Other Racial Traits
Standard Other Traits
Advanced Other Traits
Monstrous Other Traits
Quadrupeds and Magic Item Slots
Ultimate Campaign ►
Basics
Character Background
How to Create a Background
Brainstorming Your Background
Creating a Unique Character Concept
Using this Section
Early Life
Circumstances of Birth
Family
Region
Social Rank and Education
Magic
Religion and Ritual
Major Childhood Event
Adolescence
Initiation Rites
Friends, Allies, and Influences
Class Event
First Love
Duty and Responsibilities
Adulthood
Conflict and Behavior
Vulnerability
Friends, Associates, and Companions
Two Quirks and a Flaw: Quick and Dirty Character Establishement
Gamemastering
Downtime
Downtime Overview
Downtime Terminology
Downtime and Kingdom Building
Gaining Capital
Working Weekends
Converting Capital
Moving Capital
Spending Limits
Using Followers
Spend Capital to Boost Checks
Downtime Phases
Upkeep Phase
Activity Phase
Income Phase
Event Phase
Downtime Activities
Add Spells to Your Spellbook
Construct Buildings
Craft Magic Items
Craft Mundane Items
Earn Capital
Earn XP
Gather Information
Heal Others
Lead Your Kingdom
Promote a Business
Replace Your Animal Companion
Replace Your Familiar
Recruit for an Organization
Research a Spell
Research Facts and Lore
Rest
Retrain
Run a Business
Scheme for an Upcoming Adventure
Train an Animal
Managers
Reading a Manager Stat Block
Example Managers
Rooms and Teams
Construction Examples
Reading a Unit Statblock
Restrictions on Earnings
Construction and Recruitment Delays
Moving an Organization
Rooms
Room Augmentations
Teams
Buildings and Organizations
Buildings
Organizations
Downtime Events
Generic Building Events
Alchemist Events
Bardic College Events
Caster's Tower Events
Castle Events
Dance Hall Events
Guildhall Events
Herbalist Events
House Events
Inn Events
Library Events
Magic Shop Events
Magical Academy Events
Menagerie Events
Military Academy Events
Monastery Events
Shop Events
Smithy Events
Stable Events
Tavern Events
Temple Events
Theater Events
Organization Events
Cabal Events
Cult Events
Mercenary Company Events
Thieves' Guild Events
Campaign Systems
Alignments
Lawful Good
Neutral Good
Chaotic Good
Lawful Neutral
Neutral
Chaotic Neutral
Lawful Evil
Neutral Evil
Chaotic Evil
Changing Alignment
Forced Alignment Change
Bargaining
Valuation
Bargaining Rules
Step 1: Seller Sets the Asking Price
Step 2: Evaluate Item
Step 3: Determine Undercut
Step 4:Set Offers
Step 5: Bargain
Examples of Bargaining
Using Magic to Bargain
Collector NPCs
Flooding the Market
Trade Goods
Companions
Controlling Companions
Aspects of Control
Issues of Control
Advancing Companions
Intelligent Animals
Remembering Companions
Tips for Remembering Companions
Remembering Followers
Companion Plot Hooks
Animal Companion
Cohort
Eidolon
Familiar
Follower
Reviving and Replacing Companions
Reviving a Dead Companion
Finding a Replacement
Contacts
Trust
Risk
Negotiation Checks
Gaining, Cultivating, and Losing Contacts
Types of Contacts
Exploration
Sandbox Exploration
Movement
Tracking Travel
Exploration Rewards
Keep Things Interesting
Getting Lost
Random Encounters
Planned Encounters
Hex Terrain Types
Desert
Forest
Hill
Marsh
Mountain
Plain
Settlement
Water
Random Map Generation
Exploration Hazards
Bad Weather (Any)
Blight (Any)
Deadly Gas (Desert, Marsh)
Dust Devil (Desert, Hill, Plain)
Grass Fire (Hill, Plain)
Volcanic Tremor (Hill, Mountain)
Honor
Honor Points
Gaining and Losing Honor
General Honor Events
Chivalric Code
Criminal Code
Political Code
Samurai Code
Tribal Code
Spending Honor
Consequences of Losing Honor
Investment
Investment Mechanics
Example Investments and Problems
Lineage
Developing Your Family
Complicated and Dysfunctional Families
Family Values
Including Families in the Game
Support and Obligation
Inheritance
Family Members as Foes
Death in the Family
Famous Lineages
Magic Item Creation
Pricing New Items
Cooperative Crafting
Upgrading Items
Recharging Charged Items
Altering Existing Items
Adjusting Character Wealth by Level
Creating Items for Profit
Talismanic Components
Enriching the Campaign
Using Components
Requiring Components
Components as Commodities
Components as Treasure
Example Components
Relationships
Relationship Levels
Growing Relationships
Reversing Relationships
Example Relationships
Parent
Sibiling
Childhood Rival
Spouse
Reputation and Fame
Fame
Sphere of Influence
Prestige Points
Awards
Fame 1
Fame 10
Fame 20
Fame 30
Fame 40
Fame 55+
Disrepute and Infamy
Shared Fame
Alter Egos, Aliases, and Secret Identities
Retirement
The Simple Life
Relationship to the PCs
Taking a Different Path
Betrayal
Retraining
Ability Score Increase
Archetype
Class Feature
Class Level
Feat
Hit Points
New Language
Racial Trait
Skill Ranks
Spells Known
Taxation
Types of Taxes
Types of Services
Compliance
Young Characters
Creating Young Characters
Leaving Youth Behind
Considerations of Youth
Optional Rule Systems
Kingdoms and War
Kingdom Building
Kingdom Building Overview
Kingdom Terminology
Kingdom Building Quick Reference
Founding a Kingdom
Leadership Roles
Ruler
Consort
Councilor
General
Grand Diplomat
Heir
High Priest
Magister
Marshal
Royal Enforcer
Spymaster
Treasurer
Viceroy
Warden
Who Rolls the Kingdom Check?
Build Points
Wealthy Sponsor
Starting from Scratch
Kingdom Turn Sequence
Kingdom Upkeep Phase
Kingdom Edict Phase
Kingdom Income Phase
Kingdom Event Phase
Edicts
Holiday Edicts
Improvement Edicts
Promotion Edicts
Taxation Edicts
Losing Hexes
Capital City
Terrain Improvements
Aqueduct*
Bridge*
Canal*
Farm*
Fishery*
Fort*
Highway*
Mine
Quarry
Road*
Sawmill
Watchtower*
Special Terrain
Settlements and Districts
Founding a Settlement
Magic Items in Settlements
Claiming Water and Islands
Buildings in the Kingdom
Building Descriptions
Events
Gaining Experience for Leadership
Optional Kingdom Rules
Abandoned Buildings
Deities and Holy Sites
Expanding Settlement Modifiers
Fame and Infamy
Forms of Government
Independence and Unification
Declaring Independence
Forming a Union
Leadership Role Skills
Settlement Sizes
Special Edicts
Diplomatic Edicts
Type of Diplomatic Relationships
Relationships with Multiple Kingdoms
Exploration Edicts
Trade Edicts
Vassalage Edicts
Mass Combat
Mass Combat Overview
Mass Combat Quick Reference Guide
Beyond the Kingdom
Running Mass Combat
Recruiting Armies
Army Statistics
Battle Phases
Attacking and Taking Damage
More than Two Armies
Battlefield Conditions
Army Tactics
Strategy Track
Rout
Victory, Rout, or Defeat
Recovery
Commanders
Boons
Kingdom Leader Commanders
Losing Commanders
Army Resources
Transfering Resources
Special Abilities
Player Characters in Battles
Optional Mass Combat Rules
Combining Armies
Reforming an Army
Reserve Army
Splitting an Army
Sample Armies
Army Examples
Mythic Adventures ►
Optional Rule Systems
Mythic Rules
What is Mythic?
What Makes Mythic Adventures Different
Mythic versus Non-Mythic
Glossary
Mythic Heroes
Creating a Mythic Character
Mythic Ascension
Selecting a Path
Mythic Paths
Base Mythic Abilities
Gaining Tiers
Mythic Feats
Mythic Spells
Running a Mythic Game
Making a Mythic Atmosphere
Different Scales of Mythic Campaigns
Mythic Story Structure
Contact
Awakening
Journey
Return
Life Afterward
Elements of a Mythic Adventure
The World's Reaction
Mythic Themes
Eldritch Magic
Legendary Encounter
Lost Inheritance
Planar Might
Power of the Gods
Stolen Might
Designing Encounters
Rewarding Mythic Characters
Mythic Trials
Sample Trials
Mythic Boons
Recurring Mythic Villains
Mythic Flaws
Ideas for Mythic Adventures
Eternal Gaze
Falling Stars
For Love of Sport
Legacy of Earth
The Nascent Sphere
Perilous Peaks
Unexpected Travels
Mythic Magic Items
Magic Items
Legendary Items
Becoming Legendary
Legendary Artifacts
Base Legendary Abilities
Legendary Item Abilities
Mythic Monsters
Mythic Monster Origins
Mythic Rank
Reading a Mythic Monster Stat Block
Mythic Monster Advancement
Mythic Simple Templates
Building a Mythic Creature
Modify an Existing Monster
Create a New Monster
Mythic Subtype
New Universal Monster Rules
Evaluating Monster Statistics
Heroes of the Wild ►
Gamemastering
Wilderness Rooms
Wilderness Room Augmentations
Wilderness Teams
Wilderness Managers
Wilderness Buildings
Pathfinder Unchained ►
Optional Rule Systems
Pathfinder Unchained
Fractional Base Bonuses
Base Attack Bonus
Base Save Bonus
Bonuses by Level
Staggered Advancement
Using Staggered Advancement
Background Skills
Skill Changes
Gaining Adventuring Skills
Gaining Background Skills
Class Skills
Monsters and NPCs
New Skills
Artistry (Int)
Lore (Int; Trained Only)
Expanded Skill Uses
Expanded Craft
Expanded Perform
Expanded Profession
Consolidated Skills
Skill Descriptions
Acrobatics (Dex; Armor Check Penalty)
Balance
Escape from Restraints
Execute Flying Maneuvers
Ride Mounts
Soften Falls
Squeeze
Tumble
Athletics (Str; Armor Check Penalty)
Catch
Climb
Jump
Swim
Finesse (Dex; Armor Check Penalty; Trained Only)
Conceal Objects on Your Body
Disarm Traps or Devices
Open Locks
Palm Objects
Pilfer Objects from Creatures
Influence (Cha)
Change Others' Attitudes
Create Diversions
Demoralize
Feint in Combat
Gather Information
Intimidate
Lie
Make Requests
Pass Secret Messages
Nature (Int; Trained Only)
Handle Animals
Indentify Monsters
Recall Knowledge
Perception (Wis)
Discern Secret Messages
Get Hunches
Notice Creatures and Details
Search Locations
Sense Enchantments
Sense Motive
Performance (Cha)
Disguise Yourself
Impress Audiences
Religion (Int; Trained Only)
Identify Monsters
Recall Knowledge
Society (Int; Trained Only)
Create or Detect Forgeries
Decipher Writing
Identify Monsters
Learn Language
Recall Knowledge
Spellcraft (Int; Trained Only)
Activate Magic Items
Craft Magic Items
Identify Magic
Identify Monsters
Learn or Borrow Spells
Recall Knowledge
Stealth (Dex; Armor Check Penalty)
Avoid Being Noticed
Survival (Wis)
Determine True North
Follow Tracks
Survive in the Wild
Tend Wounds and Ailments
Racial Bonuses
Class Skills
Converting Existing Characters
Altering Skill Bonuses
Bonuses for Function
Prerequisites
Monster Skill Bonuses
Altering Feats
Altering Traits
Special Class Rules
Miscellaneous Abilities
Grouped Skills
Skill Group Rules
Calculating Skill Bonuses
Linguistics
Multiclassing
Alternate Crafting and Profession Rules
Crafting
Alternate Crafting Rules
Craft (Int)
Item Crafting Difficulties
Extremely Simple (DC 5)
Simple (DC 10)
Normal (DC 15)
Complex (DC 20)
Intricate (DC 25)
Very Intricate (DC 30)
Extremely Intricate (DC 35)
Supervising Helpers
Workshop
Special Raw Materials
Professions
Alternate Profession Rules
Profession (Wisdom; Trained Only)
Setting Up Shop
Running the Business
Determining Profits
Typical Business Setups
Skill Unlocks
Variant Multiclassing
Core Classes
Barbarian
Bard
Cleric
Druid
Fighter
Monk
Paladin
Ranger
Rogue
Sorcerer
Wizard
Base Classes
Alchemist
Cavalier
Gunslinger
Inquisitor
Magus
Oracle
Summoner
Witch
Alignment (Unchained)
Moral Challengers and Dilemmas
Timing and Focus
Shifts and Affirmations
Going Cosmic
Alignment Feats
Removing Alignment
Loyalties
Classes
Creatures, Spells, and Effects
Revised Action Economy
Revised Action Economy Overview
Action Types and Subtypes
Simple Actions
Advanced Actions
Free Actions
Reactions
Converting Other Actions
Final Considerations
Removing Iterative Attacks
The Basics
Attacking Multiple Targets
Critical Hits
Two-Weapon Fighting
Natural Attacks
Special Cases
Variant: Mobile Melee
Stamina and Combat Tricks
Combat Stamina
Wound Thresholds
Setup
Thresholds and Conditions
Monster Wound Thresholds
Wounds Threshold Feats
Gritty Mode
Diseases and Poisons
Progression and End States
Diseases
Physical Disease Track
Mental Disease Track
Poisons
Strength Poison Track
Dexterity Poison Track
Constitution Poison Track
Intelligence Poison Track
Wisdom Poison Track
Charisma Poison Track
Sample Diseases
Sample Poisons
Simplified Spellcasting
Simplified Spellcasting Rules
Other Spellcasters
Metamagic
Pearls of Power
Spell Alterations
Limited Magic
Limited Magic Items
Heighten Spell
Other Considerations
Wild Magic
Implementing Wild Magic
Active Spellcasting
Overclocked Spells
Spell Attack Rolls
Spell Critical Hits
Spell Fumbles
Esoteric Material Components
Buying Esoteric Components
Implementing Esoteric Components
Optional Components
Mandatory Components
With Limited Magic
Scrounging
Esoteric Components
Crafting Magic Items
Feats
Automatic Bonus Progression
Bonuses
Armor Attunement
Deflection
Legendary Gifts
Mental Prowess
Physical Prowess
Resistance
Toughening
Weapon Attunement
Magic Weapons and Armor
Innate Item Bonuses
Bonus and Price Overview
Wondrous Items
Rings
Arms and Armor
Scaling Items
Adjusting Treasure
Maximum Level
Mismatched evels
Buying and Selling Scaling Items
Crafting Scaling Items
Pricing New Scaling Items
Standalone New Scaling Items
Scaling Item Examples
Scaling Magic Armor and Shields
Scaling Magic Weapons
Scaling Rings
Scaling Rods
Scaling Staves
Scaling Wondrous Items
Dynamic Magic Item Creation
Dynamic Magic Item Overview
Challenges
Attempting Challenges
Challenge Format
Paying for the Item
Creation Time
Adjustments
Base Challenges
Random Challenges
Class-Specific Challenges
Perks
Quirks
Flaws
Simple Monster Creation
Simple Monster Creation Overview
Step 1: Array
Character Classes
Using an Array
Combatant Array
Expert Array
Spellcaster Array
Step 2: Creature Type or Class Graft
Creature Type Grafts
Class Grafts
Step 3: Subtype Graft
Step 4: Template Graft
Step 5: Size Graft
Step 6: Spells
Choosing Spells
Spell Lists
Step 7: Monster Options
Choosing Monster Options
Combat Options
Cunning
Monstrous
Powerful
Quick
Tough
Magic Options
Creature
Offensive
Support
Versatile
Social Options
Inspiration
Miscellaneous
Universal Options
Step 8: Skills
Assigning Skills
Choosing Skills
Step 9: Damage
Assigning Damage
Giving a Monster More Attacks
Monster Creation Examples
Extended Example: Medusa
Monster Examples
Worg
Mastodon
Griffon
Goblin Fighter
Zombie Minotaur
Bat Swarm
Imp
Fire Giant
Satyr
Frost Giant Explorer
Vampire Cleric
Ogre Mage
Night Hag Soul Collector
Marilith General
Ancient Blue Dragon
Pit Fiend
Subtype Entries
Occult Adventures ►
Gamemastering
Occult Rules
Occult Rituals
Casting Occult Rituals
Discovering Occult Rituals
Sample Occult Rituals
Creating Occult Rituals
Occult Skill Unlocks
Auras
Alignment Aura
Emotion Aura
Health Aura
Magic Aura
Chakras
Activating Chakras
Psychic Duels
Instigating a Psychic Duel
Running Psychic Duels
Psychic Manifestations
Generating Manifestation Points
Creating Psychic Manifestations
Offensive Manifestation (Full-Round Action)
Defensive Manifestation (Action Type Varies)
Thought-Form Creature (1-Round Action)
Concluding a Psychic Duel
Possession
What is Possession?
Core Mechanic and Clarification
Rule Interactions
Running an Occult Game
Incorporating the Occult
Occult Elements
Mysteries within Mysteries
Unseen Realms
The Power and Price of Knowledge
Strange Rules and Peculiar Patterns
Fates Worse Than Death
Esoteric Atmosphere
Occult Themes
The Occult Underworld
Spiritual Warfare
Into the Great Beyond
Fear and Reverence of the Unknown
Ultimate Occult
Occult Adventure Seeds
A Brace of Imps
Feast of Souls
Golem’s Revenge
Lost Souls
The Menhir
Mind Trap
The Order
Portrait of Evil
Occult Locations
Loci Spirits
Loci Spirit Rules
Corrupting a Loci Spirit
Elements of a Loci Spirit
Creating a Loci Spirit
New Haunt Rules
Holy Water
Item-Bound and Possessing Haunts
Chained Haunts
Seances and Spirit Communication
Ley Lines
Qualities of Ley Lines
Finding Ley Lines
Using Ley Lines
Mindscapes
Binary Mindscapes
Creation and Control
Immersive Mindscapes
Mindscape Traits
Transparency
Shape and Size Traits
Feedback
Gravity Traits
Time Traits
Alignment Traits
Magic Traits
Esoteric Planes
Positive Energy Plane
Negative Energy Plane
Material Plane
Ethereal Plane
Dimension of Dreams
Astral Plane
Akashic Record
The Boneyard
Outer Sphere
Magic
Psychic Magic
Components
Undercasting Spells
Ultimate Intrigue ►
Gamemastering
Mastering Intrigue
Intrigue Systems
Intrigue Elements
Relationships and Loyalty
Measure and Countermeasure
The Importance of Appearances
Bargains and Compromise
The Power of Secrets
Intrigue Themes
A Game of Nobles
The Criminal Underworld
War of Propaganda
Law and Order
Ultimate Intrigue
Influence
Individual Influence
Discovery Check
Influence Check
Before a Social Event
Active Opponents
Influence and Magic
Secret Identities and Hidden Allegiences
Divided Parties
Benefits of Influence
Countering Influence
Neglect
Social Stat Block
Using the Individual Influence System
Setting the Scene
What Happened
The Value of Influence
Dramatis Personae
Organizational Influence
Influence Points and Ranks
Positive Ranks
Negative Ranks
Gaining Influence Points
Losing Influence Points
Organization Interactions
Prominence
Favors
Clandestine Operations
Organization Stat Block
Common Benefits
Sample Organizations
Heists
What is Different?
Building a Heist
Step 1: Establish a Goal
Step 2: Determine Scope
Step 3: Devise Obstacles
Step 4: Diagram the Heist
Running a Heist
Planning
Executing the Heist
Tactics
Example Heist
Infiltration
Alternate Goals
Scope
Covers and Personas
Maintaining the Charade
Leadership
Leadership Modifiers
High Leadership Scores and Followers
Loyalty and the Leadership Feat
The Role of Cohorts and Followers
Monstrous Allies
Variant Leadership
Nemeses
Provoking a Nemesis
Opportunities
Stratagems
Stratagem Rewards
Simmering Stratagems
Engaged Stratagems
Intense Stratagems
Nemesis Personas
Pursuit
The Core Mechanic
Building a Pursuit
Direct Pursuits
Races
Running a Pursuit
Direct Pursuits and Tracking
Terrain Tiles
Pursuit Advantages
Sample Advantages
Pursuit Tactics
Individual Tactics
Group Tactics
Damage, Fatigue, and Exhaustion
Research
Using a Library
Research by Expertise
Designing a Library
Additional Elements
Sample Libraries
Reading a Library Stat Block
Spells of Intrigue
Low-Level Play (1–6)
Divinations
Enchantments
Illusions
Necromancy
Mid-Level Play (7–12)
Conjuration
Divinations
Enchantments
High-Level Play (13+)
Abjuration
Divinations
Example of Intrigue Spells
The Story
Divination Poem
Vision
Social Conflicts
Pacing
Episodic Pacing
Serialized Pacing
Stakes and Contenders
Measuring the Stakes
Events
Discovery Events
Challenge Events
Event Consequences
Freeform Events
Creating Actions and Goals
Social Initiative
Freeform Checks
Gauging Success
Failing Forward
Social Conflict Events and Advancement
Example Social Conflict: The Taken
Verbal Duels
Setting the Scene
Assessing an Audience
Audience Biases
Seeding an Audience
Edges
Dueling with Words
Tactics
Verbal Exchanges
Ending a Duel
Multidirectional Duels
Team Duels
An Example Duel
Skills
Skills in Conflict
Bluff
Lying
Other Uses of Bluff
Diplomacy
Attitudes and Requests
Disguise
Intimidate
Perception and Stealth
Sense Motive
Replacing Opposed Rolls
Inner Sea Intrigue ►
Gamemastering
Intrigue Room Augmentations
Horror Adventures ►
Gamemastering
Horror Rules
Horror Characters
Playing a Horror Hero
Participating in Horror Adventures
Building Horror Characters
Plan to Be Frightened
Roleplaying Fear
Conspiring with the GM
Aspects of Horror Heroes
Fear
Levels of Fear
Lesser Fear
Greater Fear
Fear Duration
Adding Fear
Fear Immunity
Sanity
Sanity Score, Edge, and Thresholds
Effects of Sanity Damage
Reducing Sanity Damage
Corruption
Corruption Glossary
Contracting a Corruption
Manifestations
Corruption Variants
Manifestation Level
The Corruption's Progress
Curses
Curses in your Game
Curse Spells
Creating New Curses
Types of Curses
Breaking the Curse
Alternative Means of Relief
Cursed Items
Crafting Cursed Items
Cursed Land
Curse Templates
Horrific Diseases
Disease Templates
New Diseases
Horror Environments
Locations
Horror Hazards
Domains of Evil
Domain Geography
Cursed Domains
Nightmare Dreamscapes
Naturally Occurring Nightmares
Supernatural Nightmares
Goal of a Nightmare
Nightmare Features
Fleshwarping
True Fleshwarping
Fleshcrafting
Sample Fleshcrafts
Fleshwarp Mutations
Horror Haunt Elements
Elusive Haunt (CR +1 or +2)
Latent Haunt (CR +0)
Tenacious Haunt (CR +1)
Unyielding Haunt (CR +2)
Variant Haunts
Madness
Reading a Madness Stat Block
Curing Madness
Horrific Madnesses
Running Horror Adventures
Horror Versus Heroism
Horror Games and Consent
For Game Masters
For Players
Horror Subgenres
Body Horror
Cosmic Horror
Dark Fantasy
Ghost Story
Gothic Horror
Psychological Horror
Slasher Horror
Creating Horror Adventures
Know the Medium
Choose the Terror
Spread the Terror
Fear from the Unexpected
Horrible Success, Terrible Rewards
Horror Storytelling
How to Scare Heroes
How to Scare Players
Secrets and Suspicion
Dice and Other Deceits
Stress and Uncertainty
Death and Bargaining
Encouraging Horror Roleplaying
Going Too Far
Creating Atmosphere
Game Space
Lighting
Music
House-Ruling Distractions
Rules Improvisation
Buried Alive
Burned at the Stake
Burning Buildings and Crumbling Structures
Guillotine
Hanging
Thematic Creepiness
Adventurer's Guide ►
Gamemastering
Affiliations
Affiliations for Adventuring Parties
Afiliations for NPCs
Rivals
Abandoning Affiliations
Book of the Damned ►
Items
Infernal Contracts
Variant Contracts
Negotiating Contracts
Creating Contracts
Researching Contracts
Escaping Contracts
Sample Contracts
Ultimate Wilderness ►
Environment
Wilderness Traps
Gamemastering
Mastering the Wild
Discovery and Exploration
The Exploration Process
Character Actions
Additional Factors
Exploration Rewards
Creating a Territory
Step 1: Define the Territory
Step 2: Design Locations
Step 3: Create Way Signs
Step 4: Create Random Encounter Tables
Example Territory: White Canyon
The First World
History of the First World
Features and Inhabitants
The Eldest
Getting to the First World
Hazards of the First World
Phantom Ring (CR 9)
Pixie Pollen (CR 2)
Weeping Waste (CR 10)
Echoes of the First World
Foraging and Salvaging
Foraging
Salvaging
Harvesting Poisons
Crafting Antivenom
Hazards and Disasters
Brambles (CR 1)
Earthquake (CR 9)
Elemental Influx (CR Varies)
Fording a River (CR 2)
Geothermal Spring (CR Varies)
Reflective Snow (CR 2)
Spellgorging Plants (CR 1+)
Thin Ice (CR 1+)
Vampire Orchids (CR 3)
Volcano (CR Varies)
Herbalism
Spells of the Wild
Low-Level Play (Levels 1–6)
Conjuration
Divination
Enchantment
Transmutation
Mid-Level Play (Levels 7–12)
Abjuration
Conjuration
Transmutation
High-Level Play (Level 13+)
Trophies and Treasures
Harvesting Trophies
Trophy Weight
Selling Trophies
Magical Affinities of Trophies
Weather in the Wilderness
Weather Baseline
Climate
Elevation
Season
Temperature Variations and Precipitation
Temperature Variations
Precipitation
Weather Details
Wind
Cloud Cover
Severe Events
Companions and Familiars
Magic Item Slots
Pathfinder #128: Songbird, Scion, Saboteur ►
Optional Rule Systems
Relics
Triumphs
Relics In Your Own Campaign
Adapting Scaling Items
Planar Adventures ►
Gamemastering
Planar Adventures
Planar Terrains
Planar Races
Traits of a Plane
Gravity Traits
Time Traits
Realm Traits
Structural Traits
Essence Traits
Alignment Traits
Magic Traits
Role of the Divine
Divine Power
Deity
Demigod
Quasi Deity
Divine Intervention
Divine Gifts
Faith and the Divine
Deific Realms
The Core Pantheon
Building a Planar Campaign
Why the Planes?
Access
Acquisition
Confrontation
Rescue
Presenting the Planes
Not Just Another Dungeon
Normal Is Abnormal
Traveling the Planes
Planar Tuning Forks
Untuned Fork
Common Tuning Fork
Uncommon Tuning Fork
Rare Tuning Fork
Unique Tuning Fork
Alternate Cosmologies
Alignment-Free Cosmology
Alternate Realities and Parallel Worlds
Dualistic Cosmology
Extraterrestrial Planes
Mundane Cosmology
World Tree
Reading a Deity Stat Block
Pathfinder #144: Midwives to Death ►
Gamemastering
Botanical Haunts