Characters

GameMastery Guide

Rule

Getting Started - Duties of a GM - Tone and Maturity - The GM as Host - Rules of the House - Preparing to Run a Game - Seven Essentials for Good Preparation - One-Shot Games - Essentials of Good Campaigns - Creating a Campaign Guide - Running a Game - How to Run a Game - GMing Style Choices - Pregame Preparation - Running the Game - Post Game - Example of Play - The Art of GMing - Making It Happen - GM as Actor - Presentation - Narrative Techniques - Cheating - The Science of GMing - 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 - Variant Play Experiences - 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 - Tools for Game Masters - Words Every Game Master Should Know - Player Characters - Starting Characters - The Face of the Enemy - Before the Game - During the Game - After the Game - New Players - The Life of a Party - Gathering A Group - Party Composition - Handling Treasure - Death of a Hero - Alignment - Evil Characters - Player Interactions - Antagonist - Continuity Expert - Diva - Entrepreneur - Flake - Glass Jaw - Loner - Lump - One-Trick Pony - Multitask Master - Power Gamer - Rules Lawyer - Tagalong - Thespian - Nonplayer Characters - Cast of Characters - Designing NPCs - NPC Roles - NPC Basics - Making NPCs Unique - Naming NPCs - Stereotypes - Monstrous NPCs - Life of an NPC - Building Connections - Dead Ends - Who’s in Control? - Beyond Expectations - NPC Traps - NPC Boons - Villains - Villainous Archetypes - Advanced Villainy - Playing Villains - NPC Creator’s Toolbox - Rewards - The Role of Rewards - Experience - Treasure - Magic Items - Types of Magic Shops - Trouble Items - Story Items - Starting Treasure - What is a Reward? - Making Basic Treasure Interesting - Burdensome Treasure - Special Treasures - Services, Franchises, & Property - Intangible Benefits - Story Benefits - Treasures as Adventures - PCs Controlling Rewards - Research and Designing Spells - Spell Components - Wishes - Making Magic Items - Creating a World - World Building - Detailing Your World - The Heroic Details - The Mundane Details - The Scholarly Details - Geography - Cultural Considerations - Core Elements of the People - The Primitive Society - The Feudal Society - The Rural/Agrarian Society - The Cosmopolitan Society - Other Societies - Technology - Time - The Role of Time - Celebrating Time - Crafting Time - The Age of the World - The Cosmos - The Planes - Parallel Worlds - Adventures - Elements of Adventure - Dungeons - The Dungeon Concept - Drawing a Dungeon Map - Dungeon Ecology - Encounter Archetypes - Dungeon Toolbox - Planar - What is a Plane? - Planar Traits - Physical Traits - Gravity - Time - Shape and Size - 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) - Planar Toolbox - Taverns - Services - Staff and Patrons - Tavern Toolbox - Urban - The Shape of Civilization - Settlements in Play - The Settlement Stat Block - Settlement Modifiers - Settlement Government - Settlement Qualities - Settlement Disadvantages - Sample Settlements - Urban Toolbox - Water - Fast-Play Ship Combat - Water Toolbox - Wilderness - Climate and Weather - Environment - Encounters on a Journey - Wilderness Toolbox - Advanced Topics - Customizing Your Game - Chases - Disasters - Drugs and Addiction - Fortune-Telling - Gambling and Games of Chance - Types of Gambling Games - Designing a Gambling Game - Haunts - Hazards - Mysteries and Investigations - Puzzles and Riddles - Sanity and Madness

Creature

Brigand (Bandit) - City Watch (Guard Officer) - City Watch (Guard) - Criminal (Burglar) - Criminal (Pickpocket) - Criminal (Slaver) - Criminal (Street Thug) - Crusader (Squire) - Dungeon (Prisoner) - Dungeon (Turnkey) - Entertainer (Storyteller) - Fighting School (Initiate) - Frontier (Trapper) - Heretic (Cultist) - Mercenary (Caravan Guard) - Merchant (Shopkeep) - Military (Foot Soldier) - Noble (Noble Scion) - Road (Pilgrim) - Road (Vagabond) - Road (Wanderer) - Sailor (Shipmate) - Seer (Doomsayer) - Street (Beggar) - Street (Prostitute) - Tavern (Barmaid) - Tavern (Drunkard) - Temple (Acolyte) - Tribe (Cannibal) - Villager (Farmer) - Villager (Village Idiot) - Adventurer (Battle Mage) - Adventurer (Monster Hunter) - Adventurer (Tomb Raider) - Brigand (Bandit Lord) - Brigand (Highwayman) - City Watch (Watch Captain) - Coliseum (Beast Master) - Coliseum (Champion) - Coliseum (Gladiator) - Criminal (Guild Master) - Criminal (Slayer) - Crusader (Holy Warrior) - Crusader (Saint) - Dungeon (Torturer) - Entertainer (Celebrity Bard) - Entertainer (Minstrel) - Fighting School (Battle Monk) - Fighting School (Master) - Frontier (Guide) - Frontier (Hermit) - Heretic (Conjurist) - Heretic (Cult Leader) - Marauder (Pirate Captain) - Marauder (Raider) - Marauder (Viking) - Mercenary (Bounty Hunter) - Mercenary (Sellsword) - Merchant (Merchant Prince) - Merchant (Traveling Merchant) - Military (Cavalry) - Military (General) - Noble (Knight) - Noble (Noble) - Royalty (King) - Royalty (Princess) - Royalty (Queen) - Sailor (Captain) - Sailor (First Mate) - Scholar (Archaeologist) - Scholar (Hedge Wizard) - Scholar (Sage) - Seer (Fortune Teller) - Seer (Medium) - Street (Dealer) - Tavern (Barkeep) - Temple (High Priest) - Temple (Priest) - Tribe (Chieftain) - Tribe (Shaman) - Villager (Mayor)