GLOSSARY AND INDEX This appendix contains page references for key terms appearing in this book, partial definitions for many rules and concepts, and full definitions for the traits introduced in this book. Definitions of other traits used in this book can be found in the Glossary and Index beginning on page 628 of the Core Rulebook. Abaddon (plane) The neutral evil Outer Plane, a wasteland home to soul-devouring daemons and the Four Horsemen of the Apocalypse. 142 Ability Points Points used to purchase ability scores in a point-buy ability score variant rule. 182 ability scores (variant rule) These variant rules include an alternate ability score system that works entirely through Ability Points, plus ways to distribute what each ability score impacts more evenly. 182 Abyss (plane) The chaotic evil Outer Plane where demons and qlippoth fight for dominion. 142 access Certain uncommon abilities, feats, and other options have an Access entry. Characters who meet the criteria in the entry gain access to that option. 35 acolyte of Nethys (NPC) 212 acrobat (NPC) 236 addiction (affliction) 120 adept (NPC) 228 adjudicating rules 12, 28 adventures designing 40 styles 41 threats 43 advisor (NPC) 207 aerial combat 15 affliction 116 air (trait) Planes with this trait consist mostly of open spaces and air with various degrees of turbulence, though they also contain rare islands of floating stone and other elements and energies. 137 alignment (variant rule) These variant rules contain options for removing alignment and an incremental alignment system. 184 ancestry adjustment Simple changes added to an NPC stat block to represent a specific ancestry. 204 animate dream Independent creatures formed when a powerful mortal dreamer wakes from a particularly vivid dream. 145 antipaladin (NPC) 247 apothecary (NPC) 220 apprentice (NPC) 244 aquatic combat 15 archer sentry (NPC) 233 artifact (trait) Items with this trait are artifacts. These magic items can’t be crafted by normal means, and they can’t be damaged by normal means. Artifacts are always rare or unique. 106 aspect The overarching concepts a specific relic embodies, dictating the types of gifts that relic can gain. 95 assassin (NPC) 211 Astral Plane A Transitive Plane that separates the Inner Sphere from the planes of the Outer Sphere. 140 astronomer (NPC) 241 Awareness Points A measure of the opposition’s awareness of the PCs’ efforts during an infiltration. As Awareness Points increase, the infiltration becomes more challenging. 161 Axis (plane) The lawful neutral Outer Plane is a perfectly structured, near-infinite city populated by aeons. 142 azer Short, sturdy, and industrious humanoids native to the Elemental Plane of Fire. 140 background (variant rule) Replace simply selecting a background with a series of steps that flesh out more of the character’s backstory. 186 bandit (NPC) 208 barkeep (NPC) 238 barrister (NPC) 232 beast tamer (NPC) 237 beggar (NPC) 214 Board (action) Board a vehicle. 175 bodyguard (NPC) 226 Boneyard (plane) The neutral Outer Plane, a great spire rising into the Astral Plane where souls of the dead are judged and sent on to their respective afterlives. 142 bosun (NPC) 243 bounty hunter (NPC) 227 Bullying Press [reaction] (action) A dueling reaction to make your opponent frightened on a successful Strike. 167 burglar (NPC) 210 campaign rewards 38 starting and ending 39 structure 36 captain of the guard (NPC) 234 Change Tradition Focus (action) Change your tradition focus in a spellcasting duel. 167 charlatan (NPC) 209 Chase Points These points represent the ability of an entire party to bypass an obstacle in the chase subsystem. 156 chase subsystem A short-term subsystem wherein the PCs progress through various situations and obstacles. 156 chronicler (NPC) 216 city (trait) Settlements with this trait tend to be relatively large, with levels typically ranging from 5 to 7. 134 class features (variant rule) Build characters who gain feats in different ways. 192 commoner (NPC) 214 courtiers 206 creature building 56 converting from First Edition 60 designing abilities 67 designing NPCs 72 improvising 61 trait abilities 70 criminals 208 cult leader (NPC) 230 Gamemastery Guide 250
cultist (NPC) 229 curse (trait) Afflictions with this trait are manifestations of potent ill will. A curse either lasts a specified amount of time or can be removed only by certain actions a character must perform or conditions they must meet. A curse with stages follows the rules for afflictions. 116 curse (affliction) 116 cursed (trait) An item with this trait is cursed to cause trouble for its owner. A curse isn’t detected when the item is identified, though a critical success reveals both the presence and exact nature of the curse. Cursed items can’t be discarded once they’ve been triggered or invested the first time. The item can be removed only if the curse is removed. 90 dancer (NPC) 236 Deceptive Sidestep [reaction] (action) A dueling reaction forcing your opponent to roll again and use the second result. 167 deities 127 demiplane A smaller, limited plane either created for specific purposes or arising from planar phenomena. 145 demonologist (NPC) 231 Denizen of Leng Humanoid residents of the area of the Dreamlands known as the Plateau of Leng. 145 despot (NPC) 248 devotees 212 Dimension of Time (dimension) A hidden dimension that simultaneously contains all time across all planes. 145 dimension Similar to planes, dimensions have an infinite scale and overlay every other plane simultaneously, including one another. 144 Discover (action) Watch or study an NPC to learn more about that NPC’s preferences; used in the influence subsystem. 151 disease (trait) An effect with this trait inflicts one or more diseases. A disease is typically an affliction. 118 dockhand (NPC) 222 downtime events 25 long-term goals 22 downtrodden 214 Dreamlands (dimension) A dimension created and sustained by the collective dreams of sleeping mortals. 145 Drive to [three-actions] (action) Pilot a vehicle to move. 175 drug (trait) An item with this trait is a drug, a poison that conveys short-term benefits in addition to harmful side effects and long-term consequences. Each time a creature uses a given drug it must also attempt a saving throw against addiction to that drug. 120 drug (affliction) 120 drunkard (NPC) 239 dual-class character (variant rule) A character who has the full benefits of two different classes. 192 duel subsystem A subsystem for a one-on-one combat or spellcasting competition wherein the participants abide by specific rules agreed upon before the duel begins. 166 Dueling Counter [reaction] (action) Expend a prepared spell or spell slot to attempt to counteract a spell. 167 d’ziriak Reclusive, sapient insect-like creatures native to the Shadow Plane. 141 earth (trait) Planes with this trait are mostly solid, with caverns and other hollow pockets. 137 Edge Points These points represent special advantages a party can gain before or during an infiltration, which they can spend to more easily overcome an obstacle. 162 Elysium (plane) The chaotic good Outer Plane, a realm of wild, idealized natural beauty populated primarily by azatas. 143 encounter designing 46 dynamic 48 locations 46 pitfalls 50 running 10 social 16, 51 treasure by encounter 51 Encouraging Words (feat) Bolster an ally to regain Stamina Points during combat; used in the stamina variant rules. 201 environment describing 17 in hexploration 172 in worldbuilding 123 erratic (trait) Planes with this trait have a flow of time that slows down or speeds up relative to other planes. 137 Ethereal Plane A misty Transitive Plane overlapping each of the planes of the Inner Sphere, formed by the interacting tidal forces of creation and destruction from the Positive and Negative Energy Planes. 141 executioner (NPC) 235 exploration activities 17 running 17 explorers 216 false priest (NPC) 229 farmer (NPC) 222 feats (variant rule) Build characters who gain feats in different ways. 192 fence (NPC) 210 fetchling (kayal) Members of this ancestry are descended from humans who long ago became trapped on the Shadow Plane. 141 finite (trait) Planes with this trait consist of a limited amount of space. 136 fire (trait) Planes with this trait are composed of flames that continually burn with no fuel source. Fire planes are extremely hostile to non-fire creatures. 137 First World (plane) The First World was a first draft of the Material Plane, crafted by the gods to test their metaphysical crafting materials and palettes before setting it aside to create the Material Plane as a second, final version of their work. 141 flowing (trait) Planes with this trait have a flow of time that is consistently faster or slower than that of other planes. 137 foresters 218 Glossary and index 251 introduction Gamemastery Basics Tools Subsystems Variant Rules NPC Gallery GLOSSARY and INDEX
Fortify Camp (action) Spend time fortifying your camp for defense; used in the hexploration subsystem. 173 gang leader (NPC) 249 getting lost 21 gift A magical benefit granted by a relic. Gifts are categorized into three tiers representing their power: minor, major, and grand. 96 grave robber (NPC) 208 gravedigger (NPC) 223 Great Old One A powerful alien entity akin to a demigod in power. 108, 139 group activity In the hexploration subsystem, group activities require the entire party to work together in order to be effective. They count as one of the day’s hexploration activities for the whole group. 172 group size 33 guard (NPC) 232 guide (NPC) 217 guildmaster (NPC) 245 harbormaster (NPC) 225 harrow reader (NPC) 228 hazard building 74 complex 80 in exploration 20 simple 77 healers 220 Heaven (plane) The lawful good Outer Plane, a great seven-tiered mountain devoted to defending the innocent and destroying the wicked. 143 Hell (plane) The lawful evil Outer Plane is a realm of tyranny and perfectly ordered, malignant law, inhabited primarily by devils. 144 Hero Points 9 hexploration subsystem A subsystem for exploration using an overland map divided into hexagonal sections of territory. 170 high gravity (trait) Planes with this trait have gravitational forces much stronger than those on the Material Plane. 136 house rules The collection of rulings on, changes to, and additions to the written rules the GM and players collectively agree to use during their games. 29 hunter (NPC) 219 immeasurable (trait) Planes with this trait are immeasurably large, perhaps infinite. 136 Infiltration Points A measure of the heroes’ progress toward overcoming obstacles during an infiltration. 160 infiltration subsystem A subsystem providing a framework for a party to achieve objectives through subtlety rather than direct confrontation. 160 Influence (action) Attempt to make a favorable impression on an NPC to convince the NPC to support your cause; used in the influence subsystem. 151 Influence Points These points, used in the influence subsystem, measure a character’s growing sway over a particular NPC. 151 influence subsystem A short-term subsystem wherein the PCs accumulate Influence Points during a social encounter with an NPC to represent their increasing influence. 151 initiative 11 Inner Sphere The planes of the Inner Sphere form the heart of the cosmos. The most prominent are the Material Plane, the Elemental Planes, and the Positive and Negative Energy Planes. 138 innkeeper (NPC) 239 intelligent (trait) An item with this trait is intelligent and has its own will and personality, as well as several statistics that most items don’t have. Intelligent items can’t be crafted by normal means, and they are always rare or unique. 88 investigation A type of exploration scene wherein the PCs learn more about a situation, solve a puzzle, or uncover mysteries. 21 item artifacts 106 building 82 buying and selling 24 cursed 90 gems and art objects 114 intelligent 88 magic item variant rules 196 quirks 86 relics 94 jailer (NPC) 233 judge (NPC) 224 jyoti Xenophobic winged, birdlike creatures native to the Positive Energy Plane. 139 laborers 222 leadership subsystem A long-term subsystem wherein one or more PCs establish a fledgling organization and accumulate followers over time. 168 Leng spider A species of immense, intelligent spiders native to the Plateau of Leng in the Dreamlands. 145 level 0 character (variant rule) Play through your characters’ adventures before they take on character classes. 195 librarian (NPC) 240 library The setting in which the characters perform research when using the research subsystem. A library can be a vault of books or any other repository of information. 154 low gravity (trait) Planes with this trait have gravitational forces much weaker than those on the Material Plane. 136 Maelstrom (plane) The chaotic neutral Outer Plane is an ancient ocean of raw chaos, eternally wearing away portions of other planes and inhabited primarily by proteans. 144 mage for hire (NPC) 226 magistrates 224 Map the Area (action) Create an accurate map of a hex; used in the hexploration subsystem. 173 maps and mapping drawing maps 52 for settlements 126 for worlds 123 in encounter mode 13, 46 Gamemastery Guide 252
mastermind (NPC) 246 Material Plane The plane containing the prosaic universe, and the home of mortal life. 138 mercenaries 226 merchant (NPC) 244 metagaming A player using knowledge they have but their character lacks to inform their character’s decisions and actions in the game. 9 metamorphic (trait) On planes with this trait, the plane’s physical nature can be changed by things other than physical force or magic. 137 metropolis (trait) Settlements with this trait are the largest of cities, often with a level of 8 or higher. 134 microgravity (trait) Planes with this trait have little to no gravity. 136 miner (NPC) 223 monster hunter (NPC) 227 mounted combat 14 movement 14 mystics 228 nation 125, 130 navigator (NPC) 242 necromancer (NPC) 230 negative (trait) Planes with this trait are vast, empty reaches that suck the life from the living. 137 Negative Energy Plane A plane in the Inner Sphere suffused with negative energy, home to sceaduinars, wraiths, and undead. 139 Nirvana (plane) The neutral good Outer Plane is the realm of purest good, a plane that promises sanctuary to the weary and enlightenment and transcendence to those who seek it out. 144 noble (NPC) 206 nonplayer character (NPC) ancestry adjustments 204 class road maps and abilities 73 customizing 203 designing 72 portraying 9 specialists 204 officers 232 Outer Sphere The planes of the Outer Sphere are the realms of alignment: chaos, evil, good, law, neutrality, and their admixtures, populated by celestials, fiends, monitors, and others who embody and promote these moral concepts. 141 palace guard (NPC) 206 Pathfinder Society Organized Play A worldwide organization of players and GMs playing in a shared, ongoing Pathfinder campaign. 33, 165 performers 236 petitioner The soul of a dead mortal who has been judged and sent on to whichever plane best reflects the life they led. 138 physician (NPC) 220 piloting check A skill check required to perform certain actions when piloting a vehicle. 175 pirate (NPC) 242 plague doctor (NPC) 221 Plane of Air The innermost of the Elemental Planes, a vast realm of wind, storms, and skies. 139 Plane of Earth An Elemental Plane situated between the Plane of Fire and Plane of Water, consisting of a thick, rocky shell riddled with vast caverns and open pockets. 139 Plane of Fire This Elemental Plane is a perpetual ocean of fire with skies of smoke, storms of raining cinders, and lakes and rivers of magma flowing along its border with the Elemental Plane of Earth. 140 Plane of Water An Elemental Plane located between the Plane of Air and the Plane of Earth, consisting of a nearly limitless expanse of saline, fresh, and brackish seas teeming with oceanic life. 140 planes Vast or infinite realms that each embody some foundational aspect of reality, existing beyond and in addition to the physical universe. 136 player goals 36 motivations 40, 44 needs 34 problematic 31 poacher (NPC) 218 poison (trait) An effect with this trait delivers a poison or deals poison damage. An item with this trait is poisonous and might cause an affliction. 120 positive (trait) Planes with this trait are awash with life energy of such intensity that it can harm living creatures. 137 Positive Energy Plane A plane in the Inner Sphere that contains the source of all positive energy in the multiverse. 139 potency bonus A special bonus used only in the automatic bonus progression variant rule for magic items, representing a character’s innate ability and replacing the item bonus to rolls and DCs (except armor’s item bonus). 196 priest of Pharasma (NPC) 213 primeval inevitable The first of the inevitables produced by the axiomites for their war against the proteans have since ascended to become demigods. 142 prisoner (NPC) 215 proficiency (variant rule) A proficiency without level system changes the fundamental math of the proficiency system to tell stories where being outnumbered by weaker foes remains a challenge and high-level characters are less superhuman. 198 prophet (NPC) 212 propulsion The means by which a vehicle moves, often imposing additional rules on the vehicle. 174 publicans 238 qlippoth The original inhabitants of the Abyss, inhuman monstrosities of pure chaos and malice. 142 quintessence A philosophically aligned material with infinite potential for shape and state that conforms to powerful and prevailing beliefs. 137 Rally (action) Quickly encourage an ally to regain Stamina Points; used in the stamina variant rules. 201 Glossary and index 253 introduction Gamemastery Basics Tools Subsystems Variant Rules NPC Gallery GLOSSARY and INDEX
rarity How often something is encountered in the game world. The rarities are common, uncommon, rare, and unique. Any rules element that doesn’t list a rarity is common. 35 reckless (trait) Actions with the reckless trait run the risk of the pilot losing control of a vehicle. When performing a reckless action, the pilot must first attempt an appropriate piloting check to keep control of the vehicle. 176 reckless scientist (NPC) 248 Reconnoiter (action) Survey and explore a specific area to find unusual features and specific sites; used in the hexploration subsystem. 173 Reputation Points In the reputation subsystem, these points measure a character’s social standing with a given group of people. 164 reputation subsystem A mid- to long-term subsystem wherein the PCs accumulate or lose Reputation Points with a particular group of people. 164 Research (action) Comb through information to learn more about the topic at hand and gain Research Points; used in the research subsystem. 154 Research Points (RP) Points representing the progress a party makes toward discovering information in the research subsystem. 154 research subsystem A short-term subsystem used when the party needs to discover information within a time limit or other restrictions. 154 Resolve Points A pool of points in the stamina variant rules representing a character’s intrinsic grit and luck. 200 retraining 26 reward in campaigns 38 in subsystems 150 ruffian (NPC) 209 Run Over [three-actions] (action) Run over or ram creatures with a vehicle you’re piloting. 176 saboteur (NPC) 246 sage (NPC) 241 sandbox A game where the GM presents an open world and the players explore as they like, rather than a GM-directed narrative. 44 sceaduinar The most common inhabitants of the Negative Energy Plane, crystalline humanoids formed from pure negative energy. 139 scholars 240 seafarers 242 secret check 8 Sense Weakness [reaction] (action) A dueling reaction to make your opponent flat-footed against your Strike. 167 sentient (trait) Planes with this trait can change their physical nature according to the plane’s own whim. 137 servant (NPC) 222 server (NPC) 238 session zero A session for building characters as a group before the campaign officially begins. 7 settlement 126, 132 shadow (trait) Planes with this trait are umbral with murky light and suppress all light sources. 138 Shadow Plane A murky, distorted, and imperfect mirror of the Material Plane that overlaps the Material Plane and serves as a buffer or conduit between it and the Negative Energy Plane. 141 ship captain (NPC) 243 Skill Points (variant rule) In a more granular system, characters spend Skill Points to choose and hone their skills. 199 smith (NPC) 245 spy (NPC) 207 Stamina Points (variant rule) Stamina Points represent a character’s energy and readiness. They’re reduced by damage just like Hit Points, but a character always loses their Stamina Points first, and loses Hit Points only if they’re out of Stamina Points. 200 static (trait) The physical nature of a plane with this trait can’t be changed in any way. 137 Steel Your Resolve (feat) Regain Stamina Points quickly during a fight; used in the stamina variant rules. 201 Stop (action) Bring a vehicle to a stop. 176 strange gravity (trait) On planes with this trait, all bodies of mass, regardless of size, are centers of gravity with roughly the same amount of force. 136 subjective gravity (trait) On planes with this trait, all bodies of mass can be centers of gravity with the same amount of force, but only if a non-mindless creature wills it. 136 surgeon (NPC) 221 surprise attack 21 Take a Breather (action) Rest for 10 minutes to regain Stamina Points; used in the stamina variant rules. 200 Take Control (action) Become the pilot of an uncontrolled vehicle. 176 tax collector (NPC) 224 teacher (NPC) 240 threat level Encounters in a published adventure give an indication of the expected party level and how difficult that encounter is for that level of party. 16 timeless (trait) On planes with this trait, time still passes but its effects are diminished. 137 tomb raider (NPC) 217 torchbearer (NPC) 216 total party kill (TPK) A situation in which every character in the party dies, sometimes ending the campaign prematurely. 30 touch of corruption (focus spell) 247 town (trait) Settlements with this trait are modest in size, with a level usually ranging from 2–4. 134 tracker (NPC) 219 tradespeople 244 Transitive Plane A collection of planes that each coexist with one or more other planes, often used to facilitate interplanar travel. The most prominent are the Astral Plane, the Ethereal Plane, the First World, and the Shadow Plane. 140 Travel (action) Progress toward moving into an adjacent hex; used in the hexploration subsystem. 172 troubadour (NPC) 237 Gamemastery Guide 254
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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, Skip Williams, based on material by E. Gary Gygax and Dave Arneson. The Book of Fiends © 2003, Green Ronin Publishing; Authors: Aaron Loeb, Erik Mona, Chris Pramas, and Robert J. Schwalb. Armies of the Abyss © 2002, Green Ronin Publishing; Authors: Erik Mona and Chris Pramas. The Avatar’s Handbook © 2003, Green Ronin Publishing; Authors: Jesse Decker and Chris Thomasson. Book of the Righteous © 2002, Aaron Loeb. Legions of Hell © 2001, Green Ronin Publishing; Author: Chris Pramas. The Unholy Warrior’s Handbook © 2003, Green Ronin Publishing; Author: Robert J. Schwalb. Pathfinder Core Rulebook (Second Edition) © 2019, Paizo Inc.; Authors: Logan Bonner, Jason Bulmahn, Stephen Radney-MacFarland, and Mark Seifter. 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You must succeed at two consecutive saves to reduce a virulent affliction’s stage by 1. A critical success reduces a virulent affliction’s stage by only 1 instead of by 2. warden (NPC) 225 watch officer (NPC) 234 water (trait) Planes with this trait are mostly liquid, perhaps with pockets of breathable air. 137 worldbuilding Creating a campaign setting of your own design. 122 zealot of Asmodeus (NPC) 213 Glossary and index 255 introduction Gamemastery Basics Tools Subsystems Variant Rules NPC Gallery GLOSSARY and INDEX
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Rulebook Make Your Game Your Own! As the Game Master of a Pathfinder campaign, you’re the architect of your players’ adventures—a rewarding but sometimes challenging responsibility. With this book, your job just got a whole lot easier! Whether you’re building your own monsters and adventures, looking for new subsystems to play out cinematic chases or tense infiltrations, or simply want to speed up your game with scores of NPCs ready for action, the Gamemastery Guide has you covered! paizo.com/pathfinder Printed in China.