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- "markdown": "<title level=\"1\" right=\"Rules\">[Chapter 2: Tools](/Rules.aspx?ID=994)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 55</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nWhile the Core Rulebook provides all the tools you need to be a Game Master, you may want resources to create original game content, whether it be new items, unique creatures, or a sprawling new world for adventurers to explore.\n\n This chapter provides a variety of tools to help you quickly and easily build your own elements for your game, as well as some special types of rules you can incorporate in your game, such as more hazards and strange magic items. This chapter is organized into the following sections. \n<ul><li>[**Building Creatures](/Rules.aspx?ID=995)** demonstrates a top-down approach for quickly and easily constructing the creatures and NPCs you want or need for any possible situation in your game. </li><li>[**Building Hazards](/Rules.aspx?ID=1043)** gives rules and advice for creating your own brand‑new hazards. </li><li>[**Building Items](/Rules.aspx?ID=1053)** teaches you how to create new pieces of treasure to delight your PCs. </li><li>[**Item Quirks](/Rules.aspx?ID=1083)** introduces simple but memorable quirks that you can use to quickly personalize an item and make its nature seem just as unique and exciting as its special abilities. </li><li>[**Intelligent Items](/Rules.aspx?ID=1084)** includes rules for creating items with a mind of their own that are characters in their own right, as well as several examples to get you started. </li><li>[**Cursed Items](/Rules.aspx?ID=1094)** examines items that have a nasty drawback or might be altogether unpleasant. The section includes specific cursed items and a list of curses you can add to an existing item, akin to a rune. </li><li>[**Relics](/Rules.aspx?ID=1096)** are special magic items that increase in power along with the PCs, and that you and your players work together to build and enhance. </li><li>[**Artifacts](/Rules.aspx?ID=1106)** are the most powerful and story-rich magic items in the game, and can only be destroyed in a specific way. </li><li>[**Gems and Art Objects](/Rules.aspx?ID=1110)** expands the diversity of monetary awards given to PCs and includes 100 sample art objects. </li><li>[**Afflictions](/Rules.aspx?ID=1113)** provides a plethora of curses, diseases, and drugs for use in your games, as well as drug and addiction rules useful in creating your own afflictions. </li><li>[**Building Worlds](/Rules.aspx?ID=1117)** explains how to go about building your own entire world or setting from scratch. This section leads into the next three, which provide tools to help you flesh out the finer details of specific parts of your game world. </li><li>[**Nations](/Rules.aspx?ID=1154)** includes a system to quickly encapsulate a nation in a stat block that contains all the information you need. </li><li>[**Settlements](/Rules.aspx?ID=1157)** covers everything from tiny villages to incredible metropolises. The section explains the settlement’s role in a game and provides a system to describe a settlement in a stat block with all the important information. </li><li>[**Planes](/Rules.aspx?ID=1173)** includes the various planar traits you can use to build your own planes, and explores all the planes of reality in the Age of Lost Omens setting as well.</li></ul> It’s up to you to determine how much of your game you want to customize. Many GMs use the default rules and creatures, and set their adventures on Golarion or another published game world. Other GMs devise and incorporate all-new creatures and places with strange themes that don’t fit in the standard Pathfinder game or world. Unless you’re building your entire game world from scratch, you can usually wait to implement any new rules creation until you think you’ll need it for your next session.\r\n\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Building Versus Modifying</title>\r\n\r\nMany times, a small adjustment to an existing creature, item, adventure, or other part of the game can serve you just as well as building something brand new. Before you delve into creating your own new content, ask yourself a few questions. First, does something similar already exist? When answering this question, look beyond the surface level. Maybe you want a 5th-level clawed centipede creature that can make Attacks of Opportunity and that regenerates unless hit by acid or fire damage. It might not look very much like a troll on the surface, but the statistics for a troll are going to get you most or all the way there. Ask yourself what you’ll need to change between your idea and the existing material. This will help you decide between using the original rule with minimal modification, using the original with adjustments, starting with the original as a framework to build your own, or just starting from scratch. Finally, ask yourself how much time you have to prepare the content, what overall impact you expect it to have in your campaign, and how important any discrepancies from existing material are to the core concept. 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- "label": "Chapter 1: Gamemastery Basics",
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- "search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 55</row>\n\n</additional-info>",
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- "text": " Chapter 2: Tools Source Gamemastery Guide pg. 55 While the Core Rulebook provides all the tools you need to be a Game Master, you may want resources to create original game content, whether it be new items, unique creatures, or a sprawling new world for adventurers to explore. This chapter provides a variety of tools to help you quickly and easily build your own elements for your game, as well as some special types of rules you can incorporate in your game, such as more hazards and strange magic items. This chapter is organized into the following sections. Building Creatures demonstrates a top-down approach for quickly and easily constructing the creatures and NPCs you want or need for any possible situation in your game. Building Hazards gives rules and advice for creating your own brand‑new hazards. Building Items teaches you how to create new pieces of treasure to delight your PCs. Item Quirks introduces simple but memorable quirks that you can use to quickly personalize an item and make its nature seem just as unique and exciting as its special abilities. Intelligent Items includes rules for creating items with a mind of their own that are characters in their own right, as well as several examples to get you started. Cursed Items examines items that have a nasty drawback or might be altogether unpleasant. The section includes specific cursed items and a list of curses you can add to an existing item, akin to a rune. Relics are special magic items that increase in power along with the PCs, and that you and your players work together to build and enhance. Artifacts are the most powerful and story-rich magic items in the game, and can only be destroyed in a specific way. Gems and Art Objects expands the diversity of monetary awards given to PCs and includes 100 sample art objects. Afflictions provides a plethora of curses, diseases, and drugs for use in your games, as well as drug and addiction rules useful in creating your own afflictions. Building Worlds explains how to go about building your own entire world or setting from scratch. This section leads into the next three, which provide tools to help you flesh out the finer details of specific parts of your game world. Nations includes a system to quickly encapsulate a nation in a stat block that contains all the information you need. Settlements covers everything from tiny villages to incredible metropolises. The section explains the settlement’s role in a game and provides a system to describe a settlement in a stat block with all the important information. Planes includes the various planar traits you can use to build your own planes, and explores all the planes of reality in the Age of Lost Omens setting as well. It’s up to you to determine how much of your game you want to customize. Many GMs use the default rules and creatures, and set their adventures on Golarion or another published game world. Other GMs devise and incorporate all-new creatures and places with strange themes that don’t fit in the standard Pathfinder game or world. Unless you’re building your entire game world from scratch, you can usually wait to implement any new rules creation until you think you’ll need it for your next session. Building Versus Modifying Many times, a small adjustment to an existing creature, item, adventure, or other part of the game can serve you just as well as building something brand new. Before you delve into creating your own new content, ask yourself a few questions. First, does something similar already exist? When answering this question, look beyond the surface level. Maybe you want a 5th-level clawed centipede creature that can make Attacks of Opportunity and that regenerates unless hit by acid or fire damage. It might not look very much like a troll on the surface, but the statistics for a troll are going to get you most or all the way there. Ask yourself what you’ll need to change between your idea and the existing material. This will help you decide between using the original rule with minimal modification, using the original with adjustments, starting with the original as a framework to build your own, or just starting from scratch. Finally, ask yourself how much time you have to prepare the content, what overall impact you expect it to have in your campaign, and how important any discrepancies from existing material are to the core concept. The less important an element is to your game, or the less time you’ll be using it at the table, the more likely you should modify something that already exists. ",
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