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Archives of Nethys
Rules Index
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GM Screen
PRPG Core Rulebook ►
Basics
How to Play
Common Terms
Character Creation
Ability Scores
Character Advancement
Alignment
Definitions of Terms
Combat
How Combat Works
Combat Statistics
Actions in Combat
Injury and Death
Movement, Position, and Distance
Big and Little Creatures in Combat
Combat Modifiers
Special Attacks
Special Initiative Actions
Conditions
Special Abilities
Environment
Dungeons
Traps
Wilderness
Urban Adventures
Weather
The Planes
Environmental Rules
Exploration
Movement
Vision and Light
Breaking and Entering
Gamemastering
Basics from the Core Rulebook
Creating NPCs
Items
Equipment
Magic Items
Magic
Magic Basics
Skills
Acquiring Skills
Skill Descriptions
Pathfinder RPG Bestiary ►
Bestiary
Introduction
Monster Creation
Monster Advancement
Monsters as PCs
Pathfinder #28: The Infernal Syndrome ►
Possession
Possession Feats
Possession Actions
Exorcism
GameMastery Guide ►
GameMastery Guide
Getting Started
Running a Game
Player Characters
Nonplayer Characters
Rewards
Creating a World
Adventures
Advanced Topics
NPC Gallery
Advanced Player's Guide ►
Basics
Racial Traits
Racial Favored Class Bonus
Archetypes
Traits
Combat Maneuvers
Dirty Trick
Drag
Reposition
Steal
Optional Rule Systems
Hero Points
Ultimate Magic ►
Mastering Magic
Spellblights
Spell Duels
Binding Outsiders
Building and Modifying Constructs
Designing Spells
Words of Power
Optional
Becoming a Wordcaster
Target Words
Effect Word Descriptions
Meta Words
Words of Power in the Worlds
Introducing Words of Power
Class Word Lists
Ultimate Combat ►
Optional Rule Systems
Armor as Damage Reduction
Called Shots
Piecemeal Armor
Wounds and Vigor
Mastering Combat
Firearms
Duels
Performance Combat
Siege Engines
Vehicles
Vehicle Basics
Full Vehicle Rules
Vehicle Statistics
Land Vehicles
Water Vehicles
Air Vehicles
Advanced Race Guide ►
Race Builder
Race Examples
Creating a New Race
Ultimate Campaign ►
Character Background
How to Create a Background
Using this Section
Early Life
Adolescence
Adulthood
Two Quirks and a Flaw: Quick and Dirty Character Establishement
Downtime
Downtime Overview
Downtime Activities
Managers
Rooms and Teams
Buildings and Organizations
Downtime Events
Campaign Systems
Alignments
Bargaining
Companions
Exploration
Honor
Investment
Lineage
Magic Item Creation
Relationships
Reputation and Fame
Retirement
Retraining
Taxation
Young Characters
Kingdoms and War
Kingdom Building
Optional Kingdom Rules
Mass Combat
Mythic Adventures ►
Mythic Rules
What is Mythic?
Mythic Heroes
Mythic Feats
Mythic Spells
Running a Mythic Game
Mythic Magic Items
Mythic Monsters
Heroes of the Wild ►
Gamemastering
Wilderness Rooms
Wilderness Room Augmentations
Wilderness Teams
Wilderness Managers
Wilderness Buildings
Pathfinder Unchained ►
Pathfinder Unchained
Fractional Base Bonuses
Staggered Advancement
Background Skills
Consolidated Skills
Grouped Skills
Alternate Crafting and Profession Rules
Skill Unlocks
Variant Multiclassing
Alignment (Unchained)
Removing Alignment
Revised Action Economy
Removing Iterative Attacks
Stamina and Combat Tricks
Wound Thresholds
Diseases and Poisons
Simplified Spellcasting
Spell Alterations
Esoteric Material Components
Automatic Bonus Progression
Innate Item Bonuses
Scaling Items
Dynamic Magic Item Creation
Simple Monster Creation
Occult Adventures ►
Occult Rules
Occult Rituals
Occult Skill Unlocks
Auras
Chakras
Psychic Duels
Possession
Running an Occult Game
Psychic Magic
Components
Undercasting Spells
Ultimate Intrigue ►
Mastering Intrigue
Intrigue Systems
Influence
Heists
Leadership
Nemeses
Pursuit
Research
Spells of Intrigue
Social Conflicts
Verbal Duels
Skills in Conflict
Bluff
Diplomacy
Disguise
Intimidate
Perception and Stealth
Sense Motive
Replacing Opposed Rolls
Inner Sea Intrigue ►
Gamemastering
Intrigue Room Augmentations
Horror Adventures ►
Horror Rules
Horror Characters
Adventurer's Guide ►
Affiliations
Affiliations for Adventuring Parties
Afiliations for NPCs
Rivals
Abandoning Affiliations
Book of the Damned ►
Items
Infernal Contracts
Ultimate Wilderness ►
Environment
Wilderness Traps
Mastering the Wild
Discovery and Exploration
The First World
Foraging and Salvaging
Harvesting Poisons
Hazards and Disasters
Herbalism
Spells of the Wild
Trophies and Treasures
Weather in the Wilderness
Companions and Familiars
Pathfinder #128: Songbird, Scion, Saboteur ►
Items
Relics
Planar Adventures ►
Planar Adventures
Planar Terrains
Planar Races
Traits of a Plane
Role of the Divine
Building a Planar Campaign
Pathfinder #144: Midwives to Death ►
Gamemastering
Botanical Haunts