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			"type": "section",
			"source": "GMG",
			"page": 4,
			"name": "Introduction",
			"entries": [
				{
					"type": "pf2-h2",
					"source": "GMG",
					"page": 4,
					"name": "The Game Master",
					"entries": [
						"In a game of Pathfinder, the Game Master (often abbreviated GM) is the player in charge of the story and the world the other players are exploring with their characters. As the GM, you set the stage for the adventure, show how the rest of the world responds to the player characters' actions, and guide the action along an engaging storyline. It falls to you to describe the characters' surroundings, the threats facing them, and the creatures they interact with. You're presenting the challenges the heroes must overcome, whether that's a deadly trap of haunted blades in a lost tomb full of ancient treasures or a vicious troll threatening the heroes' home village. It also comes to you to interpret and adjudicate the rules. Game Mastering involves many more components than playing a character, but it's a fun and tremendously rewarding experience.",
						"Though the word \"master\" is in the GM's title, it's not a role that requires or even benefits from absolutism.",
						"Pathfinder is a collaborative experience, and while your role as the Game Master is one of an adjudicator or a moderator, it doesn't mean you control everything at the table\u2014especially not the players and their characters.",
						"Nor does the role require mastery, either of the rules or the setting. You'll need to understand the game, but you don't need to have every rule memorized. When everyone shares the goal of having fun and telling a story together, the details will fall into place."
					]
				},
				{
					"type": "pf2-h2",
					"source": "GMG",
					"page": 4,
					"name": "How to Use This Book",
					"entries": [
						"The {@i Gamemastery Guide} is one of the central rule books for Pathfinder. It's not required to play the game, but it builds upon the basic guidelines provided in the Game Mastering chapter of the {@i Pathfinder Core Rulebook}, and you'll find it {@condition helpful} to read that chapter before delving into this book. This book provides more detail on those topics, as well as many more tools to help you make your game a fun and memorable experience for everyone involved.",
						"Throughout most of this book, \"you\" refers to the Game Master. In some sections of player-facing material, however, such as some player-focused variant rules and the actions for certain subsystems, \"you\" instead refers to the player using that material.",
						"Pathfinder as a game is all about customization, and this book provides you as the Game Master ways to customize your game just as a player customizes their character. The toolbox nature of the {@i Gamemastery Guide} makes it easy to take and use whatever components you need for the game you're running at any time. As with any toolbox, you won't need to use everything at once!"
					]
				},
				{
					"type": "pf2-h2",
					"source": "GMG",
					"page": 5,
					"name": "Choosing Your Tools",
					"entries": [
						"The tools of this book you'll use most depend on what kind of Game Master you are, what your players want, and the story you're telling together.",
						"No two Game Masters are the same. Perhaps you're a veteran Game Master who's looking for new ways to customize the game and tailor it to suit your interests and those of your players. Or perhaps you're a brand new GM and looking for guidance to feel comfortable leading a game of your own. Maybe you've been a Game Master for years, but this is your first time running a Pathfinder game. No matter where you are as a Game Master, this book is a valuable tool that can help you tell the stories you want to tell with your players.",
						"If you're a newer Game Master, you'll find a wealth of information to help you feel confident in running your games. Chapter 1 in particular can help you better understand how to run a game in the different modes of play, how to adjudicate the rules quickly and fairly, and what to do when special circumstances or problems crop up at your table. This chapter also contains advice on using and determining rarity in your game, working with your players to create a collaborative story, and adapting your game to meet the needs of the players at your table.",
						"You'll also find the NPC Gallery in Chapter 5 useful as a source of stock NPCs to play a role in your game and also for examples to compare against when using the rules in Chapter 2 to build your own monsters and NPCs.",
						"If you're a Game Master running a published Pathfinder adventure, you'll find guidance in Chapter 1 specifically for running published adventures, and much of the advice in that chapter about running a game applies to published adventures. A number of adventures\u2014especially scenarios in the Pathfinder Society Organized Play campaign and Pathfinder Adventure Path volumes\u2014use the subsystems in Chapter 3. The Victory Points subsystem is the most fundamental of these, but many adventures also use the other subsystems found here, such as vehicles, chases, and influence.",
						"If you are looking to create your own Pathfinder adventures, Chapter 1 provides you design guidance ranging from the broad strokes of an entire campaign, to individual adventures, and then to the particular considerations of any given encounter. Chapter 2 is a veritable toolbox you can use to build the creatures, hazards, items, and other elements you want to use in your adventures. If you plan to set your adventures in a world of your own design, the world-building section of Chapter 2 can guide that process and help you establish the details you'll need to ensure your setting is a vibrant backdrop for fantastic adventure. The NPC Gallery in Chapter 5 can help populate your story and world so that you don't have to create every element from scratch.",
						"If you're an experienced Game Master, you will find a wealth of customization options to tailor your games to the needs of players. The advice in Chapter 1, such as the guidance to make encounters more dynamic, can help you fine-tune your GM skills and enrich your game. Using the tools in Chapter 2, you'll be able to build precisely the option you need for any game. Chapter 3 offers a variety of rules subsystems that provide a framework for specific endeavors and situations, from chases and duels to social influence and overland exploration. In Chapter 4, you'll find variant rules options that let you tweak specific elements of the game, from backgrounds to the entire mathematical underpinning of the game, to suit your preferences or the needs of a particular setting or story.",
						{
							"type": "pf2-h3",
							"source": "GMG",
							"page": 5,
							"name": "Remember the First Rule",
							"entries": [
								"The first rule of Pathfinder is that this game is yours. The rest of the rules exist for you to use to tell the stories you want to tell and share exciting adventures with your friends. There are plenty of rules in this book, but none of them overrule that first rule. Take the rules that help you make the game you want, change those that don't do quite what you need them to, and leave the ones that aren't helping. It's your game. There's no right or wrong way to GM so long as everyone is having fun\u2014and that includes you!"
							]
						}
					]
				}
			]
		},
		{
			"type": "section",
			"blue": true,
			"source": "GMG",
			"page": 7,
			"name": "Chapter 1: Gamemastery Basics",
			"entries": [
				"The information presented here provides helpful guidance on how to be a dynamic and engaging GM, and supplements the GM advice found in Chapter 10 of the {@i Core Rulebook}. Some sections either refer back to that chapter or repeat some of that information for convenience. This chapter begins with general advice, then covers the following topics.",
				{
					"type": "list",
					"items": [
						"{@b Running Encounters} (page 10) is the first of three sections that explains the three modes of play in more detail. You'll find help on tracking initiative, improving the speed of play, running special battles, and more.",
						"{@b Running Exploration} (page 17) gives details on making exploration activities more interesting, creating an evocative environment, lost PCs, and more.",
						"{@b Running Downtime} (page 22) covers ways the PCs can set goals, explains how to make good downtime events, provides sample downtime tasks, and more.",
						"{@b Adjudicating Rules} (page 28) offers guidance on how to make effective rules calls and create house rules.",
						"{@b Resolving Problems} (page 30) presents advice on total party kills, problem players, and power imbalances.",
						"{@b Narrative Collaboration} (page 32) includes tools for players to control the story more directly.",
						"{@b Special Circumstances} (page 33) discusses organized play, odd-sized groups, and players with different needs.",
						"{@b Rarity in Your Game} (page 35) details how rarity can enrich the theme and story of your game.",
						"{@b Campaign Structure} (page 36) clarifies what makes a good campaign and describes how to determine its scope and make enemies and treasure more compelling.",
						"{@b Adventure Design} (page 40) includes tools for building your own adventures.",
						"{@b Encounter Design} (page 46) explains how to build entertaining encounters and navigate the challenges that can arise when designing complex encounters.",
						"{@b Drawing Maps} (page 52) describes useful steps for making maps and commonly used map symbols."
					]
				},
				{
					"type": "pf2-h2",
					"source": "GMG",
					"page": 7,
					"name": "General Advice",
					"entries": [
						"This section covers topics related to running the game.",
						"If you want to know how to build specific types of new content, this information can be found throughout Chapter 2 in sections such as Building Creatures (page 56), Building Worlds (page 122), and Settlements (page 132)",
						"Both the {@i Core Rulebook} and this book explore many topics, but don't feel like you have to master them all to be a good GM! It's important to remember you're not perfect, and the other players won't expect you to be. Trial and error, mistakes and triumphs\u2014they're all part of running any game.",
						{
							"type": "pf2-h3",
							"source": "GMG",
							"page": 7,
							"name": "Session Zero",
							"entries": [
								"Some groups prefer to have everyone create their characters in advance and show up ready to play. However, getting the group together to make characters can be fun, and can benefit your game down the line. A session for building characters is commonly called \"session zero.\" Session zero is typically shorter than other game sessions, so you might plan a short introductory scene for after everyone's finished building their characters, or just hang out and do something else after you've planned your characters.",
								"Having a session zero lets players share character details, making it easier for their characters to have links and relationships with one another before the adventure starts, and gives players the chance to become invested in each other's characters by organically learning what decisions other players made. These sessions also give veterans the chance to help less experienced players through character creation. Lastly, session zero can give you a better understanding of the characters and help the players integrate them into the adventure in interesting ways."
							]
						},
						{
							"type": "pf2-h3",
							"source": "GMG",
							"page": 7,
							"name": "Pacing Game Sessions",
							"entries": [
								"Page 489 of the {@i Core Rulebook} explains how to structure, start, and run a game session. This is all part of pacing your game. Most sessions should have lulls in the action punctuated by challenges such as intense encounters, puzzle-based exploration, and investigation. Presenting players with a variety of such obstacles can help them feel more engaged at the table. Information flow matters, too. If the group meets a large number of NPCs in short order, that can make it harder for them to remember individuals. It helps to break things up into smaller scenes and memorable moments.",
								"Knowing when to end a session takes practice. About 20 minutes before a play session is scheduled to conclude, it can be beneficial to figure out how you'd like to end. It can be memorable to end with a cliffhanger\u2014a moment so curious and abrupt it raises questions about what happens next. Examples include ending play before combat, when the PCs find vital information, or as they discover treasure.",
								"Doing so can inspire the PCs to discuss the game between sessions. Note anything that could be satisfying to resolve over media, such as email. This could include divvying up treasure, leveling up, or completing downtime tasks."
							]
						},
						{
							"type": "pf2-h3",
							"source": "GMG",
							"page": 7,
							"name": "Stakes and Consequences",
							"entries": [
								"A GM should always convey a clear picture of the stakes and consequences of the PCs' actions or inaction. What horrible things will happen if the PCs fail? What can they achieve if they go beyond what's expected of them? A well-constructed adventure conveys the stakes at the outset, but it's also important to remind the players of those stakes throughout play. The {@i Core Rulebook} summarizes the scale of the stakes for each mode of play, and these are varied on purpose. A game where the stakes are extremely high all the time cuts out the opportunity for low-key scenes, and can be overwhelming or even monotonous. In most games, players enjoy having some scenes where their characters can relax and socialize with low stakes as well.",
								"Consequences should be specific and evocative. Don't just tell the players what happened after their characters' success or failure; let their characters witness it in the world. Are they greeted as heroes by townsfolk? Does the bastion of evil crack and shudder, falling apart as the PCs escape? Does a failure lead to the death of an ally and a somber funeral? It's usually best if the PCs can foresee the consequences, at least in a general sense. If a villain demonstrates their intention to conquer a city, and the PCs don't stop them, then the city gets conquered. It's OK if you have an idea for an interesting subversion occasionally, but keep those to a minimum or the chain of cause and effect will become too muddy.",
								"You can emphasize consequences by awarding PCs accomplishment XP ({@i Core Rulebook} 507). It serves as a good reminder to the players, reinforcing their success.",
								{
									"type": "pf2-h4",
									"source": "GMG",
									"page": 8,
									"name": "Failing Forward",
									"entries": [
										"An unexpected failure can bring the game to a halt, particularly during exploration. \"Failing forward\" means finding a way to progress the story instead of just saying, \"That didn't work.\" This doesn't mean that the group can't fail, or that the PCs should get what they wanted despite failing. Rather, it means that a failure might still impart more information, reveal a way to improve their chances next time, or even cause unforeseen difficulties. Doing so means the player's choice to attempt a check {@i mattered}, even if the results weren't what they wanted. Allowing the PCs to fail forward means fewer dead ends and perfunctory checks. It's important however, not to put unnecessary pressure on yourself to do so all the time. Sometimes you won't know immediately how a PC can fail forward, and in those cases, it's usually best to just move on."
									]
								}
							]
						},
						{
							"type": "pf2-h3",
							"source": "GMG",
							"page": 8,
							"name": "Improvisation",
							"entries": [
								"As a GM, you often make things up on the fly. You can find tips for improvising rules on page 491 of the {@i Core Rulebook} and within the Adjudicating Rules section of this book (pages 28\u201329). When an issue seems to pertains to the story instead of the rules, ask yourself the following questions.",
								{
									"type": "list",
									"items": [
										"Does something already established in our story so far tell me what should happen here?",
										"If an NPC is involved, what would their personality lead them to do?",
										"What does the player expect to happen?",
										"What would best fit the themes of our story? You might not have a good answer for every question, but asking them can inspire useful solutions. If what you need to invent is significant in the storyline or world, there's nothing wrong with asking the group to take a little break while you fill in the gap. If it's not particularly significant and you can't come up with anything more compelling, it's also okay to say, \"Nothing happens,\" and move on."
									]
								},
								"Often, a player will ask, \"What happens when I do that?\" This is a good indicator that the player expects that what they've done will draw a reaction from an NPC or the environment. Unless the player is way off base, provide an in-game response, even if it's minor. The player has telegraphed what matters to them, and the perceived importance of their action can draw them into the game.",
								{
									"type": "pf2-h4",
									"source": "GMG",
									"page": 8,
									"name": "False Information",
									"entries": [
										"A critical failure to {@action Recall Knowledge} can result in you needing to convey false information, requiring some improvisation. If you aren't careful, this information can be perceived by the PCs as too silly, or could derail the game. For example, if a PC misinterpreted text about the god of commerce, {@deity Abadar}, saying they believe the god is an incompetent chaotic spendthrift who's bad with money is absurd. Similarly, if they incorrectly believe {@deity Abadar} will reward them with great wealth if they ring bells in four different temple corners, this could send them on a tangent.",
										"Providing false information can cause the PCs to make mistakes, but the consequences should typically be immediate rather than continual or far in the future.",
										"Avoid dispensing false information that might not be used for hours or entire sessions, after the check is forgotten.",
										"If you're unsure, the safest form of false information is information that's wrong but not in a way that causes major consequences. Remember that a critical failure says you get incorrect information, not that you get importantseeming false information. Erroneously believing Abadar's symbol is a set of scales instead of a key might lead to a miscommunication, but one that's not dangerous, pretty easy to clear up, and only a little embarrassing for the PC."
									]
								}
							]
						},
						{
							"type": "pf2-h3",
							"source": "GMG",
							"page": 8,
							"name": "Secret Checks",
							"entries": [
								"During play, you roll some checks in secret instead of allowing the player to do so, as explained on page 450 of the {@i Core Rulebook}. This rule helps ensure that a player remains uncertain at times when their character is unsure of how a situation may resolve, immersing the player in their character's perspective. It can be handy to keep a list of the PCs' modifiers on hand to help you roll secret checks more quickly. At least, you should record each player's {@skill Perception} modifier, their saving throw modifiers (especially Will), and the skill modifiers of any skills they often use to {@action Recall Knowledge}. Check in anytime the PCs level up, and consider asking the players to update you when any of these modifiers change.",
								"You can still have the players roll the checks even if an action has the {@trait secret} trait. This is usually best done when the results are going to be immediate or when stakes are low, like when the PC is trying to recall something during downtime that they'll see is false through the course of their research. You can instead have the players handle all their rolls, secret or otherwise. This works best when the group is interested in leaning into the dramatic irony of knowing a PC is wrong and playing up their characters' mistakes."
							]
						},
						{
							"type": "pf2-h3",
							"source": "GMG",
							"page": 9,
							"name": "Hero Points",
							"entries": [
								"Page 507 of the {@i Core Rulebook} offers guidelines for determining how many Hero Points to award and when to do so. These recommendations are flexible. Consider Hero Points a way to reinforce your personal style of Game Mastering and to reward what you value during play. The toughest part of awarding Hero Points can be remembering to do it! Keeping a Hero Point token on hand in front of you can provide a visual and tactile reminder. You can also solicit help from your players by asking them to remind you when they think a PC's action merits a Hero Point."
							]
						},
						{
							"type": "pf2-h3",
							"source": "GMG",
							"page": 9,
							"name": "Metagaming",
							"entries": [
								"Knowledge the players have that their characters don't is called \"metagame knowledge,\" and using it to influence characters' decisions is called \"metagaming.\" Some metagaming results naturally from play and is wise to disregard. The wizard aiming a {@i fireball} precisely enough to include three enemies in the very edge of the spell's area is probably unrealistic, but isn't that disruptive to play. Things get more questionable if the player says, \"That's a rakshasa, so don't use divine spells against it,\" regardless of whether their character has encountered a rakshasa before or identified the creature. Each group is different, and the assumption of what the characters know varies. If metagaming starts to get out of hand, you might just use some gentle reminders, like, \"I'm not sure your character's aware of that,\" or, \"Can you explain your character's thinking when they do that?\" If the problem persists, see the guidelines mentioned in the Problematic Players section on page 31."
							]
						},
						{
							"type": "pf2-h3",
							"source": "GMG",
							"page": 9,
							"name": "Portraying Npcs",
							"entries": [
								"Although the PCs are the stars of the game, NPCs make the world around the PCs vibrant. They can become a part of the story, sometimes for years, weaving into the story right alongside the PCs. Portray NPCs however it works for you. Some GMs keep it simple, describing the NPCs simply by their looks, or their hook (see below). Others go into more detail, using accents, mannerisms, or acting.",
								"Because NPCs have smaller roles than PCs, imparting enough information to convey their identities while they interact with the party can be challenging. When you create an NPC, start by integrating a single \"hook\" into their concept: a widowed merchant, a refugee from a distant realm, or a child who constantly asks awkward questions. Each hints at a backstory but is easily described in a synopsis. If the NPC continues to interact with the party, you can then add to their backstory later.",
								{
									"type": "pf2-h4",
									"source": "GMG",
									"page": 9,
									"name": "Npc Limitations",
									"entries": [
										"Always remember that the PCs have the greatest role in your story. Avoid including allied NPCs who could easily solve any problem the PCs get assigned. An extremely powerful NPC should be engaged with matters beyond what the PCs are tasked with or have some limitation that necessitates the PCs' involvement. Remember that an NPC is not \"your character\" in the way each player has a character. Though NPCs who travel with the party can be effective and fun when handled with caution, an NPC who effectively acts as the GM's character is often called a GMPC (Game Master Player Character) and can contribute to a feeling that the players are being coerced into making certain decisions."
									]
								},
								{
									"type": "pf2-h4",
									"source": "GMG",
									"page": 9,
									"name": "Betrayal",
									"entries": [
										"NPCs, even allies, can shift allegiances. They might betray, fail, or sell out their companions, which can make for a meaningful story event. If an NPC is betraying the party in some way, lay groundwork early on so the players don't feel ambushed by the twist. If the players can look back and see a clear path to this result, it is likely they'll feel the decision makes sense in the context of the story. Try to give the NPC a \"tell\" or a paper trail they can detect."
									]
								},
								{
									"type": "pf2-h4",
									"source": "GMG",
									"page": 9,
									"name": "Respecting the Character",
									"entries": [
										"Sometimes, when creating characters, a GM can unintentionally play into themes that can be harmful or hurtful. For example, an NPC with a background of abuse, a former or current slave, or a character with disabilities requires respectful handling. This is particularly true if you, as the GM, do not have the same life experience as the NPC in question. If you want to include these themes for an NPC, you should probably bring it up with your players beforehand and set expectations. You don't need to spoil the character, but sitting down and checking in with your players can help prevent unpleasant surprises and is better than assuming. To keep the representation respectful, avoid clichés and don't use the hook as a joke. Your group's guidelines for objectionable content ({@i Core Rulebook} 486) can also help you portray NPCs respectfully."
									]
								},
								{
									"type": "pf2-h4",
									"source": "GMG",
									"page": 9,
									"name": "A Proper End",
									"entries": [
										"An NPC's story should have a satisfying ending. The NPC might leave your story when they achieve a major goal, go on to other adventures, give up their dream, or die.",
										"The death of a beloved NPC should have weight. Make it sympathetic and powerful, and ideally have it take place \"on stage\" with the PCs present. Be prepared that NPC deaths might stir up strong emotions within the group, and be prepared to cut the session short or to fade to black to mitigate the full brunt of the event if necessary.",
										"An NPC's death should matter beyond the PCs' emotions or search for revenge, too\u2014maybe the NPC's sacrifice saved a village or inspired others. Let players see that legacy carried on."
									]
								}
							]
						}
					]
				},
				{
					"type": "pf2-h1",
					"blue": true,
					"source": "GMG",
					"page": 10,
					"name": "Running Encounters",
					"entries": [
						"This section provides tips to help you run encounters that are fast and entertaining to play. Though the {@i Core Rulebook} discusses running encounters starting on page 493, this section supplements that information. Though this chapter contains detailed advice about many topics, it's important to remember that, as a GM, you should primarily focus on the following tasks.",
						{
							"type": "list",
							"items": [
								"Answering questions quickly and decisively whenever possible.",
								"Building anticipation for what happens next.",
								"Emphasizing thrilling action and setting a rapid pace.",
								"Letting players know when they're up, and preferably when they're \"on deck\" to go next.",
								"Showing the immediate consequences of actions."
							]
						},
						"If you're interested in building on the topics in this section, information on designing combat encounters appears on page 46. Additionally, Chapter 3 presents subsystems used in special types of encounters, such as the influence subsystem.",
						{
							"type": "pf2-h2",
							"source": "GMG",
							"page": 10,
							"name": "Speed of Play",
							"entries": [
								"Encounters should move quickly, giving the PCs just enough time to savor successes and lament failures. This requires effort from everyone, but you can make it easier by running creatures and NPCs efficiently. First off, don't worry too much about little mistakes you make when running encounters. If you forgot to apply a creature's special bonus or didn't take an action that would have prevented the creature from taking damage, it's not a big deal. Keep an eye on what you emphasize during the adventure, as well.",
								"Be quick when describing a normal attack, but spend a little more time on a critical hit or a big spell. This all boils down to significance. It's fine to slow down the game for something important, but it's best to move briskly through anything less important. As you run the game, you'll quickly develop a sense for what's significant and what's not.",
								{
									"type": "pf2-h3",
									"source": "GMG",
									"page": 10,
									"name": "Looking Up Rules",
									"entries": [
										"One of the primary ways the game slows down is when you or another player needs to look up a rule. For something that isn't too impactful, it's better to just make a ruling on the spot and move on. Tell the player they can look it up when it's not their turn, and you'll play it as written after that, but that the game needs to move on in the meantime.",
										"It's okay to look up something that's both significant and heavily rules-dependent, such as a spell description or the {@book death and dying|CRB|9|Hit Points, Healing, and Dying} rules. Even then, reciting a full chunk of rules text can pull players out of the flow of play, so summarize. It also helps to train your players to look things up in advance if they think they'll need them, so they're ready to go when their turns come around. This can be tough as a GM, since it's essentially always your turn. However, you can ask a player to look something up for you, or, if you need to pause long enough to reference certain books, remind the players to plan for their next turns while you're busy."
									]
								},
								{
									"type": "pf2-h3",
									"source": "GMG",
									"page": 10,
									"name": "Rewinding",
									"entries": [
										"Though \"rewinding\" can happen in any mode of play, it's usually most troublesome in encounters. Rewinding happens when a player forgot to add in a certain bonus or take a certain action, or wishes they had used their actions in a different order, and wants to rewind to account for what they missed. The best policy is usually to let them rewind as needed within their own turn but stop them before they intrude into someone else's. This keeps interruptions within reasonable bounds. You might find some adjustments are easy enough to make outside of a turn and can be allowed. For instance, if someone forgot to add the fire damage from a {@item flaming (generic)||flaming} rune to one of their hits, it's pretty easy to reduce the monster's HP on another turn, but if they realized their attack missed only because they forgot the bonus from {@i bless}, that could be too much of an interruption. Your ruling should stand on such matters. Try to be consistent about what kinds of things you will rewind for and when."
									]
								},
								{
									"type": "pf2-h3",
									"source": "GMG",
									"page": 10,
									"name": "Complex Rolls",
									"entries": [
										"You'll often make multiple rolls at the same time, especially when attempting saving throws for multiple creatures against area or multi-target spells. This can sometimes take a considerable amount of time if you're resolving the result of each creature's save and then determining its degree of success. To do so quickly, you could use one of the following techniques. Each of the examples below uses a PC's spell as an example, but these recommendations also apply to similar rolls that aren't caused by spells.",
										{
											"type": "list",
											"items": [
												"Get the PC's Difficulty Class first, and have the player roll damage while you roll the saving throws.",
												"Use separate colors of dice for the different types of foes, or arrange the dice in such a way that it's easier for you to tell which creatures or NPCs are which.",
												"Go in order from the best enemy results (the highest total) to the worst. This means you'll need to ask for the results on a success only once, the damage on a failure once, and so on. It also means you only need to figure out when you're moving to a lower degree of success, rather than recalculating them each time."
											]
										},
										"This can be more of a challenge when asking for PC rolls. Make sure you get the attention of every player whose PC is affected. Have them all roll but hold off on announcing their results. While they roll their saves, roll damage or other variable effects. Then, announce the DC.",
										"Say, \"who critically succeeded?\" \"who succeeded?\" and so on down the line, so you only have to share the results for each category once. You can choose not to announce the DC if you want and ask for results by multiples of 10 instead, but it typically takes longer, and it's still possible that the players can determine or estimate the DC anyway."
									]
								},
								{
									"type": "pf2-h3",
									"source": "GMG",
									"page": 11,
									"name": "Enemy Tactics",
									"entries": [
										"As noted on page 493 of the {@i Core Rulebook}, enemies don't need to make perfect decisions. It's usually better to make a decision quickly than to pick the perfect enemy tactic.",
										"The chaos of combat, desperation, or ego could all cause a villain to make a poor decision, and that's something you can play up if you realize they've done so, acting out the foe's response to their own folly, or chiding them through the sarcastic remark of one of their allies."
									]
								}
							]
						},
						{
							"type": "pf2-h2",
							"source": "GMG",
							"page": 11,
							"name": "Initiative",
							"entries": [
								"The rules for rolling initiative can be found on page 468 of the {@i Core Rulebook}, and the GM guidelines on 498. Below you'll find specifics on how to run certain types of initiative or deal with problems. These are guidelines, and you might prefer to execute initiative in a different way at your table.",
								"When do you ask players to roll initiative? In most cases, it's pretty simple: you call for the roll as soon as one participant intends to attack (or issue a challenge, draw a weapon, cast a preparatory spell, start a social encounter such as a debate, or otherwise begin to use an action that their foes can't help but notice). A player will tell you if their character intends to start a conflict, and you'll determine when the actions of NPCs and other creatures initiate combat. Occasionally, two sides might stumble across one another. In this case, there's not much time to decide, but you should still ask if anyone intends to attack. If the PCs and NPCs alike just want to talk or negotiate, there is no reason to roll initiative only to drop out of combat immediately!",
								{
									"type": "pf2-h3",
									"source": "GMG",
									"page": 11,
									"name": "Initiative and Stealth",
									"entries": [
										"When one or both sides of an impending battle are being stealthy, you'll need to deal with the impacts of {@skill Stealth} on the start of the encounter. Anyone who's {@action Avoid Notice||Avoiding Notice} should attempt a {@skill Stealth} check for their initiative. All the normal bonuses and penalties apply, including any bonus for having cover. You can give them the option to roll {@skill Perception} instead, but if they do they forsake their {@skill Stealth} and are definitely going to be detected.",
										"To determine whether someone is {@condition undetected} by other participants in the encounter, you still compare their {@skill Stealth} check for initiative to the {@skill Perception} DC of their enemies. They're {@condition undetected} by anyone whose DC they meet or exceed. So what do you do if someone rolls better than everyone else on initiative, but all their foes beat their {@skill Perception} DC? Well, all the enemies are {@condition undetected}, but not {@condition unnoticed}. That means the participant who rolled high still knows someone is around, and can start moving about, Seeking, and otherwise preparing to fight. The characters {@action Avoid Notice||Avoiding Notice} still have a significant advantage, since that character needs to spend actions and attempt additional checks in order to find them.",
										"What if both sides are sneaking about? They might just sneak past each other entirely, or they might suddenly run into one another if they're heading into the same location."
									]
								},
								{
									"type": "pf2-brown-box",
									"source": "GMG",
									"page": 12,
									"name": "SETTING THE SCENE",
									"entries": [
										"When an encounter begins, spend a moment to describe the location if you haven't already. Use some of the description tips found in Evocative Environments on page 17. It can help to describe where enemies are within the environment, to better ground them in the location. You can also use the enemies' expressions to better convey the location. Is an enemy in a wary stance as they stand near a pit? Is another irritated by water dripping on it from the ceiling? Does a glowing glyph illuminate an enemy with a sinister red light?"
									]
								},
								{
									"type": "pf2-h3",
									"source": "GMG",
									"page": 12,
									"name": "Batch Initiative",
									"entries": [
										"If you have multiple enemies of the same type, such as four goblin warriors, you might want to have them act on the same initiative for simplicity. If you do, you can roll just one initiative check for all of them. They still take individual turns and can still individually change their initiative by Delaying. Note that a lucky initiative check could mean the batched creatures can easily gang up on the PCs, and a terrible roll could mean they all get struck down before they can do anything, so use this technique only when necessary to keep the game moving."
									]
								},
								{
									"type": "pf2-h3",
									"source": "GMG",
									"page": 12,
									"name": "Placing Characters on the Map",
									"entries": [
										"If the PCs are already moving on a grid, as often happens in small dungeons, you already know where they are when they roll initiative. If they're moving in free-form exploration, place them on the map when they roll initiative. The fastest way is to have the players set up their miniatures in a basic marching order ahead of time, then just move them onto the map in that formation.",
										"When that doesn't work, such as when one or more PCs were in a different location or the map doesn't fit the marching order, you can either set up the PC minis yourself, then ask if everybody is happy with where they are, or have the players place their own minis. If you find having the players do it themselves causes too much indecision (especially if they try to count out distances in advance), you can switch methods. Remember to place characters using {@skill Stealth} in reasonable places to hide, even if that means you have to adjust the marching order to do so."
									]
								},
								{
									"type": "pf2-h3",
									"source": "GMG",
									"page": 12,
									"name": "Inappropriate Skills",
									"entries": [
										"As described in the {@i Core Rulebook} on page 489, you can allow PCs to roll skills other than {@skill Perception} (or {@skill Stealth} when {@action Avoid Notice||Avoiding Notice}) for initiative. You might find that once a player gets to use a stronger skill for initiative, they'll keep trying to use it for future encounters. As long as the narrative plays out in a reasonable manner, it's fine to allow the skill. If you find that they start making up odd circumstances to use their pet skill, or that their justifications for using the skill take too long at the table, just tell them you'd like them to go back to using {@skill Perception} for a while."
									]
								}
							]
						},
						{
							"type": "pf2-h2",
							"source": "GMG",
							"page": 12,
							"name": "Ad Hoc Bonuses and Penalties",
							"entries": [
								"This section covers a few ground rules for how to best respond to PC tactics, when to apply ad hoc bonuses and penalties, and when to use certain tactics for NPCs. When PCs put effort into getting advantages against their foes, there should be some payoff provided their tactics make sense in the narrative. Ad hoc bonuses and penalties give you some mechanical tools to emphasize that. Also keep in mind that you can change the flow of the story to respond to tactics as well. Changing an enemy's behavior can be a more satisfying consequence than just getting a bonus. When you're determining whether to grant a special bonus that's not defined in the rules, including when a player asks you whether they get a bonus for doing something, ask yourself the following questions.",
								{
									"type": "list",
									"items": [
										"Is this the result of an interesting, surprising, or novel strategy by the character?",
										"Did this take effort or smart thinking to set up?",
										"Is this easy to replicate in pretty much every battle?"
									]
								},
								"If you answered yes to any of the first two, it's more likely you should assign a bonus\u2014typically a +1 or +2 circumstance bonus. However, if you answered yes to the third, you probably shouldn't unless you really do want to see that tactic used over and over again.",
								"Try to use ad hoc bonuses a little more often than ad hoc penalties. If you do think a penalty might be appropriate, ask yourself the following.",
								{
									"type": "list",
									"items": [
										"Does the environment or terrain create any applicable disadvantages for the character?",
										"Should the character have expected this would be more difficult based on what they already knew?",
										"Was this circumstance caused by a bad decision on the part of the one taking the penalty?",
										"Is this negative circumstance easy to replicate in pretty much every battle?"
									]
								},
								"Once again, answering yes to most of these questions means it is more likely you should apply a penalty, and answering yes to the final question means it less likely you should do so."
							]
						},
						{
							"type": "pf2-h2",
							"source": "GMG",
							"page": 12,
							"name": "Adjudicating Actions",
							"entries": [
								"Some of the basic actions of the game require you to interpret how a rule should apply. Here, you'll find advice the types of rules calls that can occur frequently. For rules decisions that are either/or (such as whether a creature can {@action Aid} or {@action Take Cover}), a PC can usually determine before they take the action whether doing so is viable; if it isn't viable for some reason, alert them that it won't work before they spend time, actions or resources trying. There are some exceptions, especially if the reason an action wouldn't work is something a character wouldn't know.",
								"For example, if a character tries to {@action Take Cover} behind a wall, not realizing it's illusory, you shouldn't reveal the deception prematurely.",
								{
									"type": "pf2-h3",
									"source": "GMG",
									"page": 13,
									"name": "Aid",
									"entries": [
										"It's up to you whether someone's preparation is enough to let them {@action Aid} an ally. The preparation should be specific to the task at hand. Helping someone hold a lockpick steady might be enough preparation to {@action Aid} an attempt to {@action Pick a Lock}, but just saying you're going to \"encourage\" them likely wouldn't. Second, the character who is attempting to {@action Aid} needs to be in a proper position to help, and able to convey any necessary information. Helping a character {@action Climb} a wall is pretty tough if the character a PC wishes to {@action Aid} is nowhere near them. Similarly, a character usually needs to be next to their ally or a foe to {@action Aid} the ally in attacking the foe. You'll also need to determine how long the preparation takes. Typically, a single action is sufficient to help with a task that's completed in a single round, but to help someone perform a long-term task, like research, the character has to help until the task is finished."
									]
								},
								{
									"type": "pf2-h3",
									"source": "GMG",
									"page": 13,
									"name": "Ready",
									"entries": [
										"The {@action Ready} activity lets the acting person choose the trigger for their readied action. However, you might sometimes need to put limits on what they can choose. Notably, the trigger must be something that happens in the game world and is observable by the character rather than a rules concept that doesn't exist in world. For instance, if a player says, \"I {@action Ready} to shoot an arrow at her if she uses a concentrate action,\" or \"I {@action Ready} to attack him if he has fewer than 47 Hit Points,\" find out what their character is trying to specifically observe. If they don't have a clear answer for that, they need to adjust their action."
									]
								},
								{
									"type": "pf2-h3",
									"source": "GMG",
									"page": 13,
									"name": "Seek",
									"entries": [
										"The {@action Seek} action leaves it up to you how long a search should take. Use common sense. Most of the time, just trying to spot a creature hiding in a small area, or something else you could find with a simple {@action Seek} action rather than a long-term {@action Search} exploration activity, should default to a single action. The biggest distinction is whether something uses 3 actions or fewer\u2014and can therefore be accomplished in a single turn\u2014or requires more than that and can't be accomplished in an encounter at all. Consider whether it makes sense for the character to pull this off during the encounter or not, and whether that could be an interesting wrinkle in the story."
									]
								},
								{
									"type": "pf2-h3",
									"source": "GMG",
									"page": 13,
									"name": "Sense Motive",
									"entries": [
										"When someone tries to Sense the Motive of an NPC, you'll need to figure out how to convey the information they receive. It's best to try to convey this indirectly, such as by describing a lying target's body language, odd word choices, sweating, or other details rather than saying, \"They aren't behaving normally.\" However, sometimes dropping a punchy, \"Oh, she is 100% lying about this!\" on a critical success can be satisfying. You also might need to determine when the situation changes enough for someone to try to {@action Sense Motive} again. Usually, this means either the behavior of the subject needs to change, or the person attempting the check needs to receive new evidence that something is out of the ordinary. If another PC tries to {@action Sense Motive}, gets different information about the target, and shares it, that doesn't really count as new information for a PC who tried previously. Rather, it's up to the players to roleplay out any changes in their thinking as a result."
									]
								},
								{
									"type": "pf2-h3",
									"source": "GMG",
									"page": 13,
									"name": "Take Cover",
									"entries": [
										"You'll often need to determine whether someone can {@action Take Cover}. They usually just need a large enough object to hide behind. Imagine the character crouching, and picture whether the object could almost entirely cover up their silhouette. {@action Take Cover||Taking Cover} might also require them to {@action Drop Prone}, such as if they want to take cover under a table.",
										"Most of the time, you can let them combine this with the {@action Take Cover} action instead of using 2 separate actions."
									]
								}
							]
						},
						{
							"type": "pf2-h2",
							"source": "GMG",
							"page": 13,
							"name": "Maps and Miniatures",
							"entries": [
								"A grid and miniatures can make it easier to visualize combat for players and give a visual centerpiece for the players to focus on. Some advice for drawing maps appears on pages 52\u201353. A setup can range from a basic grid with some hasty marker lines and coins for miniatures to a full-color Flip- Mat with official prepainted minis or cardboard pawns, all the way to a set of 3-D dungeon terrain and handpainted minis for each character. Many online tabletops have preset maps, token packs, and built-in functions for movement and line of sight. All these are fun to play on! Your setup should match your time commitment, budget, and the aesthetics you want.",
								"You can also bring the setting alive by describing sensory details like sounds, smells, temperature, and 3-D elements that aren't represented on your map. Including the echoing ring of a sword striking a shield, an errant {@i ray of frost} freezing solid an apple in a bowl of fruit on the table, and the like makes the game feel more alive.",
								"Placing miniatures on a grid can make it feel like you need to be exacting with the rules, but there's still room for improvisation! You might give another 5 feet of movement to someone running downhill if it will make their turn more dramatic. You're empowered to give players minor boosts that fit the story you want to tell, and to fill in nuances of the location beyond the elements covered in the {@i Core Rulebook}",
								{
									"type": "pf2-h3",
									"source": "GMG",
									"page": 13,
									"name": "Cover",
									"entries": [
										"You determine whether a character has cover. The rules for drawing lines found in the {@i Core Rulebook} are useful in simple cases, but in more complicated situations, use your own discretion to make the call. Consider the details of the environment and 3-D space beyond what's on the battle mat. For instance, hanging banners might give cover, or a PC who has climbed onto a ledge might have a clear shot at an enemy standing behind a short wall. Be generous to PCs who use creativity to get into smart positions, especially if they spend valuable actions to move or {@action Take Cover}."
									]
								},
								{
									"type": "pf2-brown-box",
									"source": "GMG",
									"page": 14,
									"name": "VARIANT RULES ON THE GRID",
									"entries": [
										"These two variants can change up how distance and movement work in your game.",
										{
											"type": "pf2-title",
											"name": "UNIFORM DIAGONALS"
										},
										"If you like, your group can count all diagonals as 5 feet instead of counting every other diagonal as 10 feet. This speeds up play, but some people find it breaks their suspension of disbelief. This is most noticeable when someone moves a long distance along a diagonal all at once or when characters start moving diagonally as much as possible to cover more distance. Using this variant requires thinking of the game map in more abstract terms, and less like a real physical environment where the map is accurately reflecting the size of the room or encounter area. You can choose whether you measure radius-based areas of spells in the same way or visualize them as circles or other round shapes. The latter works best if you have templates to use.",
										{
											"type": "pf2-title",
											"name": "HEX GRIDS"
										},
										"Some of the challenges of diagonal movement can be fixed by using a hex grid instead of a square grid, or by using a grid with offset squares, which works similarly. This allows you to count movement the same in all directions. However, it makes flanking a bit harder to pull off, requires you to arrange standard Large and larger miniatures differently, and causes challenges when drawing maps that consist primarily of rectangular structures, since you'll have a lot of partially occupied hexes."
									]
								},
								{
									"type": "pf2-h3",
									"source": "GMG",
									"page": 14,
									"name": "Splitting and Combining Movement",
									"entries": [
										"The different types of actions representing movement are split up for convenience of understanding how the rules work with a creature's actions. However, you can end up in odd situations, such as when a creature wants to jump vertically to get something and needs to move just a bit to get in range, then {@action Leap}, then continue moving. This can end up feeling like they're losing a lot of their movement to make this happen. At your discretion, you can allow the PCs to essentially combine these into one fluid movement as a 2-action activity: moving into range for a {@action Leap}, then Leaping, then using the rest of their Speed.",
										"This typically works only for chaining types of movement together. Doing something like Interacting to open a door or making a {@action Strike} usually arrests movement long enough that doing so in the middle of movement isn't practical."
									]
								},
								{
									"type": "pf2-h3",
									"source": "GMG",
									"page": 14,
									"name": "Going Gridless",
									"entries": [
										"As described on page 494 of the {@i Core Rulebook}, you can play encounters without a grid. This is best for groups who can easily imagine their surroundings without a visual aid, and for battles that don't require understanding a complex physical space. Your game doesn't have to be entirely on or entirely off maps\u2014you might decide to play out most simple fights without a grid, then use one for highly tactical fights or major set pieces. As noted in the {@i Core Rulebook}, the 3-action structure is your best friend. You might find yourself answering a lot of questions about actions and space, like \"Can I get there this turn,\" or \"How many of the gnolls can I catch in a {@i fireball}?\" If you find yourself needing to repeatedly remind players of the physical features of the environment or enemy positioning, that might mean you're making your encounters too tactical for what a gridless game supports. This style works better to encourage imaginative, cinematic action and quick play without getting too hung up on details."
									]
								}
							]
						},
						{
							"type": "pf2-h2",
							"source": "GMG",
							"page": 14,
							"name": "Special Battles and Movement",
							"entries": [
								"The {@i Core Rulebook} covers the essential rules for mounted, aerial, and aquatic combat on page 478, but more complex battles can require specialized rules.",
								{
									"type": "pf2-h3",
									"source": "GMG",
									"page": 14,
									"name": "Mounted Combat",
									"entries": [
										"The logistics of mounted combat take some extra work.",
										"If you know one is coming up, make sure the fight takes place in a location with plenty of space to move, since you'll likely be dealing with multiple larger creatures. For a fight in which only one side has mounts, you might want an environment with a few areas too small for mounts, so the side on foot can get a tactical advantage there to offset the other side's greater mobility.",
										"When the PCs are mounted, their enemies should focus most of their attacks on the PCs, not their mounts. Having foes target PCs' mounts too often gets really annoying, so have the enemies remember who the real threat is! When PCs fight mounted enemies, try to keep the mount's level fairly close to the PCs, rather than putting a 13th-level enemy on a 2nd-level war horse, use an 11th-level greater nightmare or something similar. This will fit better thematically and prevent the enemy from being dismounted too easily. If a mount is knocked out, the rider might be able to dismount without trouble if the mount was stationary, but if they were in motion, you should probably have the rider attempt a Reflex save. If they fail, the rider is thrown a short distance and falls {@condition prone}. Setting a simple expert DC of 20 often works well for such checks.",
										"Mounted combat on a grid is difficult for a running fight with both sides racing at full speed. For something like that, it can be better to no grid at all, though miniatures can still help for relative positioning and distances for ranged attacks. For such a race, consider using the chase subsystem instead (page 156)",
										{
											"type": "pf2-h4",
											"source": "GMG",
											"page": 14,
											"name": "Different Types of Mounts",
											"entries": [
												"The mount rules are for common cases: humanoids riding quadrupedal animals. However, you might allow someone to ride a beast or other type of creature by making a few adjustments. For an intelligent mount (such as a pegasus or unicorn), use the standard rules for mounted combat, but instead of attempting a check to {@action Command an Animal}, the."
											]
										}
									]
								},
								"rider uses the same number of actions to ask the creature to do what they want. As the GM, you determine whether the creature does as requested and whether {@skill Diplomacy} checks or the like are needed. It's recommended you disallow humanoid creatures and most other bipeds as mounts, especially if they are PCs. If you choose to allow this anyway, either the rider or mount should use at least one hand to hold onto the other, and both should spend an action on each of their turns to remain mounted.",
								{
									"type": "pf2-h3",
									"source": "GMG",
									"page": 15,
									"name": "Aerial Combat",
									"entries": [
										"Determining positioning in the air can be tricky, and it's often best to be more relaxed with movement rules, flanking, and so forth than you would be on a flat grid.",
										"Note that battles can get more spread out with flight. If any creature is flying, it's important to establish the height of potential obstacles in the area early. This way, no one's surprised to suddenly find out the ceiling is lower than they thought or tall trees create a barrier. Be careful about using aerial combat before PCs have magic that lets them fly. Be especially careful with flying foes who use ranged attacks, because PCs might have few good tools to fight them.",
										"The rules for flight say that a creature might need to attempt an {@skill Acrobatics} check to {@action Maneuver in Flight} to pull off tricky maneuvers. You can generally use the same judgment you would for calling for {@skill Acrobatics} checks when someone's moving on the ground. Trying to dive through a narrow space, make a sharp turn, or the like might require checks, usually with a simple DC.",
										"Falls can be deadly, and often happen when {@i fly} or a similar spell gets dispelled. This is part of the risk of flying! Flying enemies might keep closer to the ground to avoid this danger, or have the {@i feather fall} spell to prevent the damage or a {@i jade cat} talisman to reduce it."
									]
								},
								{
									"type": "pf2-h3",
									"source": "GMG",
									"page": 15,
									"name": "Aquatic Combat",
									"entries": [
										"The rules in the {@i Core Rulebook} are fairly generous to allow high-action battles underwater. Two significant challenges for non-aquatic creatures are breathing underwater (or holding their breath) and lacking a swim Speed. It's often best to save aquatic adventure until higher levels when PCs can get magical solutions for these problems, but you can instead give out such magic early, since it's not easy to exploit in land-based adventures the way flight magic can be. As with flight, dispelling can be deadly if someone relies on magic to breathe underwater. It's generally best to avoid having enemies who can breathe underwater dispel the water-breathing magic aiding PCs. Though PCs might be able to use {@i air bubble} and quickly cast {@i water breathing} again, having this happen repeatedly can be frustrating, and being forced to prepare an extremely high-level {@i water breathing} spell to avoid it isn't much fun either. Lacking a swim Speed is easier to deal with, except for characters with poor {@skill Athletics}, who might need to strategize around their shortcomings. The DC to {@action Swim} underwater shouldn't be very high\u2014typically 15, or 13 in calm water.",
										"When someone gets knocked out underwater, they usually float up or sink down. You decide based on their buoyancy; most adventurers carry a heavy enough load to sink.",
										"When one group is in water and another outside it, note that the aquatic combat rules for attacks apply when {@i either} party is in water. You might judge that a character in the water is {@condition concealed} against someone outside it due to distortion, and vice versa."
									]
								}
							]
						},
						{
							"type": "pf2-h2",
							"source": "GMG",
							"page": 16,
							"name": "Unexpected Difficulty",
							"entries": [
								"What do you do when an encounter ends up being far more or less challenging than you anticipated? If the encounter is unlikely to kill all the characters, it might be best to roll with it, unless the fight is so frustrating that no one really wants to continue it. If it is likely to kill everyone, strongly consider ways to end the encounter differently. The villain might offer the PCs the chance to surrender, consider their task complete and leave, or use their advantage to get something else they want. If the worst does happen, suggestions for dealing with a total party kill can be found on page 30.",
								"If a battle is too easy, it's often best to let the players enjoy their dominance. However, if you intended this to be a centerpiece battle, that might feel anticlimactic. Look for ways the enemy might escape or bring in reinforcements, but the PCs' success should still matter. Make sure the PCs feel the enemy's desperation\u2014possibly have the enemy sacrifice something important to them to secure their escape.",
								"In both these cases, consider whether the discrepancy from your expectations is due to luck. One side benefiting from extreme luck is to be expected from time to time.",
								"However, if the challenge comes down to a factor you had control over as a GM\u2014like unfavorable terrain making things hard for the PCs or a monster with an overpowered ability\u2014it's more likely you should make adjustments.",
								{
									"type": "pf2-brown-box",
									"source": "GMG",
									"page": 16,
									"name": "THREATS IN PUBLISHED ADVENTURES",
									"entries": [
										"When you reach an encounter in a published adventure, it will give you an indication of the expected party level and what threat the encounter is for that level of party, such as \"moderate 3\" for an encounter that's a moderate threat to a 3rd-level party. If your party reaches the encounter at a different level, you could recalculate the XP for each enemy individually, or you can estimate the threat posed by adjusting a step down or up per level difference. For example, the moderate 3 encounter would be severe 2, extreme 1, low 4, or trivial 5. If you still think the group can take it on as-is, you can use that estimation for determining XP, maybe giving a little extra if it ended up being tougher than you expected. Or, if you think it would be better, you can adapt the particulars of the encounter to be a more reasonable challenge to your party, usually by adjusting the number of monsters or using the elite and weak adjustments."
									]
								}
							]
						},
						{
							"type": "pf2-h2",
							"source": "GMG",
							"page": 16,
							"name": "Social Encounters",
							"entries": [
								"Sometimes you'll want to run a social conflict in encounter mode. The basic guidelines on how to do so appear on page 494 of the {@i Core Rulebook}, and this section expands on them with additional advice and examples. Social encounters still require opposition\u2014typically an adversary arguing against you, but sometimes institutional opposition or strongly held beliefs. It's important to note that some NPCs are much more adept at certain types of social encounters than at combat. You can find guidelines on creating such NPCs on pages 72\u201373, and some examples in the NPC Gallery chapter. The {@i Core Rulebook} suggests a few means of measuring success and progress in social encounters. If you want something more detailed, look at Victory Points on page 148 of this book, or the more specific rules for Influence on page 151. As noted in the {@i Core Rulebook}, social encounters don't usually use 6-second rounds. The time scale you use can be flexible. Usually, you'll want a participant to go on just long enough to make one salient point and attempt one check before moving to the next character in the initiative order. Be flexible and encouraging as you run a social encounter, and don't worry about nitty-gritty details like character movement except in extreme cases. Allow the PCs to share information about as freely as the players can around the table. If one character is watching the opponent for signs they're lying, assume they can easily convey that to other characters subtly. It's good to remind players of things their characters might know or be likely to notice even if the players, in the moment, don't have them in mind. Describe NPCs' mental states and ask for clarification about the PCs' attitudes when needed. The following list describes various types of social encounters that PCs may find themselves in.",
								{
									"type": "list",
									"items": [
										"Besting a rival bard in a battle of wits",
										"Brokering peace between warring groups",
										"Convincing a dragon not to eat the party",
										"Convincing a monarch to defend against an invasion",
										"Disproving a rival's scientific theories before an alchemists' guild assembly",
										"Ending a tense standoff",
										"Exposing a slippery villain's deception before a court of nobles",
										"Getting a desperate criminal to free a hostage",
										"Persuading a clan to trust their ancient rivals",
										"Petitioning for admittance to a magical academy",
										"Proving someone's innocence in front of a judge",
										"Securing a major contract over a rival",
										"Quelling an angry mob",
										"Swaying a fallen priest to return to the faith",
										"Tricking a charlatan into contradicting their past lies",
										"Turning a leader against their corrupted advisor",
										"Turning a low-ranking cultists against their leader",
										"Urging a lawmaker to grant clemency or a stay of execution",
										"Wining a debate about a contentious topic."
									]
								}
							]
						}
					]
				},
				{
					"type": "pf2-h1",
					"blue": true,
					"source": "GMG",
					"page": 17,
					"name": "Running Exploration",
					"entries": [
						"The {@i Core Rulebook} discusses running exploration mode starting on page 496 of that book, and this section supplements that information. If you want to run a session or adventure specifically focused on exploring and mapping uncharted wilds, consider using the hexploration subsystem on page 170. If you're looking for guidelines on managing initiative, see page 11 in the Running Encounters section. As you run exploration, keep the following basic goals in mind. You'll find more advice on many of these points in the sections ahead.",
						{
							"type": "list",
							"items": [
								"Evoke the setting with sensory details.",
								"Shift the passage of time to emphasize tension and uncertainty, and speed past uneventful intervals.",
								"Get players to add details by asking for their reactions.",
								"Present small-scale mysteries to intrigue players and spur investigation.",
								"When rolls are needed, look for ways to move the action forward or add interesting wrinkles on a failure.",
								"Plan effective transitions to encounters."
							]
						},
						{
							"type": "pf2-h2",
							"source": "GMG",
							"page": 17,
							"name": "Evocative Environments",
							"entries": [
								"As the PCs explore, convey their surroundings by appealing to the players' senses. This sets the scene, gives them a better sense of their environment, and can be used to foreshadow what they might find ahead.",
								"When determining which details to cover, think about what's familiar versus novel. A new dungeon might have similar architecture to previous ones but feature ancient structures that set it apart. You can use the PCs' familiarity as a tool to single out what's new. When preparing for a game, imagine yourself in the environment and jot down a few notes about what you would sense. Conveying these details keeps the players on the same page about what they sense, even if each character responds to it differently.",
								"Keep in mind that the more you explain something, the more important it seems. This is valuable for you to drive interest, but can also be a mixed blessing, since describing something inconsequential to set the mood can lead players off on a tangent. Sometimes, the best solution is to find a way to make that unimportant thing as important as the players think it is!"
							]
						},
						{
							"type": "pf2-h2",
							"source": "GMG",
							"page": 17,
							"name": "Flow of Time",
							"entries": [
								"As noted in the {@i Core Rulebook}, you rarely measure exploration down to the second or minute. If someone asks how long something takes, the nearest 10-minute increment typically does the job. (For long voyages, the nearest hour might be more appropriate.) You convey the passage of time through your descriptions, but not just by addressing it outright. In a roleplaying game, information and time are linked. Time will seem to slow down the more detail you give. Think cinematically! A long voyage through a series of tunnels works well as a montage, whereas progress searching a statue for traps could be a relayed as a series of distressing details in quick succession, and would feel more tense due to that precision.",
								"With that in mind, when is it best to speed up or slow down the passage of game time? Usually, you'll slow down and give more description when you're establishing something or progressing the story. When the PCs enter a dungeon or a new area, describe how it feels, slowing down to give the players a sense of what's ahead. When a PC stops to do something important or makes a key decision, and slowing down gives that moment its desired weight. You can also adjust the flow of time to reflect PCs' mental states. As a PC returns home after decades away, you might pause to ask the player what their PC is feeling, matching time to the rush of memories and emotions filling that PC's thoughts."
							]
						},
						{
							"type": "pf2-h2",
							"source": "GMG",
							"page": 17,
							"name": "Exploration Activities",
							"entries": [
								"As described starting on page 479 of the {@i Core Rulebook}, PCs will undertake exploration activities while they explore. The purpose of these activities within the game is to clarify what a PC focuses on as they explore rather than being able to unrealistically do all things simultaneously.",
								"This adds variety within the group's behavior and can show you where players want the story to go. For example, a player whose PC is Investigating carvings on the walls shows you that the player wants those to be informative.",
								"Exploration activities that happen continually as the group explores are meant to be narrative first and foremost, with the player describing to you what they're doing, and then you determining which an activity applies, plus any details or alterations for the situation. If a player says, \"I'm {@action Avoid Notice||Avoiding Notice},\" add more detail by asking what precautions they're taking or by telling them which passages they think are least guarded. Likewise, if a player says they're looking for traps {@i and} keeping their shield raised {@i and} covering the group's tracks, ask them which is most important to narrow down the activity. Consider the advantages and disadvantages of an activity given current circumstances. For instance, someone {@action Scout||Scouting} might encounter thin ice and fall through before their group can reach them, or someone {@action Investigate||Investigating} ancient hieroglyphs might critically fail and lead the party in the wrong direction. This does not apply for exploration activities that are discrete and occur when the group is taking a pause or zooming in on a particular action, such as {@action Treat Wounds}. Characters can always drop out of a continual exploration activity to perform a discrete one (even if they are {@condition fatigued} and can't sustain an exploration activity as they travel), and they can change activities at any time.",
								"The {@i Core Rulebook} covers how to adjudicate specific activities\u2014{@action Detect Magic}, {@action Follow the Expert}, {@action Investigate}, and {@action Search}.",
								{
									"type": "pf2-h3",
									"source": "GMG",
									"page": 18,
									"name": "More on Searching",
									"entries": [
										"The rules for {@action Search||Searching} deliberately avoid giving intricate detail on how long a search takes. That's left in your hands because the circumstances of a search can vary widely.",
										"If the group isn't in any danger and has time for a really thorough search, that's a good time to allow them to automatically succeed, rather than bothering to roll, or you might have them roll to see how long it takes before they find what they're looking for, ultimately finding it eventually no matter the result. Conversely, if they stop for a thorough search in the middle of a dungeon, that's a good time for their efforts to draw unwanted attention! PCs might get to attempt another check if their initial search is a bust. But when do you allow them to try again? It's best to tie this to taking a different tactic. Just saying \"I search it again\" isn't enough, but if a PC tries a different method or has other tools at their disposal, it could work. Be generous with what you allow, as long as the player puts thought into it! If you know a search isn't going to turn up anything useful, make that clear early on so the group doesn't waste too much time on it. If they're determined to keep going\u2014which they often are\u2014you might have them find something useful but minor in the search."
									]
								},
								{
									"type": "pf2-brown-box",
									"source": "GMG",
									"page": 18,
									"name": "QUICK ENVIRONMENTAL DETAILS",
									"entries": [
										{
											"type": "pf2-title",
											"name": "AQUATIC",
											"style": "text-left"
										},
										{
											"type": "list",
											"style": "list-no-bullets",
											"items": [
												{
													"type": "item",
													"name": "Sights",
													"entries": [
														"choppy water, rolling waves, sunlight glinting, the curve of the horizon, driftwood"
													]
												},
												{
													"type": "item",
													"name": "Sounds",
													"entries": [
														"waves lapping against a ship, seabirds' cries, fluttering sails, creatures breaching the surface"
													]
												},
												{
													"type": "item",
													"name": "Smells",
													"entries": [
														"salt water, crisp fresh air, dead fish"
													]
												},
												{
													"type": "item",
													"name": "Textures",
													"entries": [
														"frigid water, slimy seaweed, crusty salt collecting on surfaces"
													]
												},
												{
													"type": "item",
													"name": "Weather",
													"entries": [
														"powerful winds, oncoming storms"
													]
												}
											]
										},
										{
											"type": "pf2-title",
											"name": "ARCTIC",
											"style": "text-left"
										},
										{
											"type": "list",
											"style": "list-no-bullets",
											"items": [
												{
													"type": "item",
													"name": "Sights",
													"entries": [
														"blinding reflected sunlight, snowy plains, distant glaciers, deep crevasses, rocky cliffs, ice floes and bergs, animal tracks in snow"
													]
												},
												{
													"type": "item",
													"name": "Sounds",
													"entries": [
														"howling winds, drips of melting ice, utter quiet"
													]
												},
												{
													"type": "item",
													"name": "Smells",
													"entries": [
														"clean air, half-frozen bog, lichen, seaweed"
													]
												},
												{
													"type": "item",
													"name": "Textures",
													"entries": [
														"crunching snow, hard ice"
													]
												},
												{
													"type": "item",
													"name": "Weather",
													"entries": [
														"frigid gales, light snowfall, pounding blizzard"
													]
												}
											]
										},
										{
											"type": "pf2-title",
											"name": "FOREST",
											"style": "text-left"
										},
										{
											"type": "list",
											"style": "list-no-bullets",
											"items": [
												{
													"type": "item",
													"name": "Sights",
													"entries": [
														"towering trees, dense undergrowth, verdant canopies, colorful wildlife, dappled sunlight through the trees, mossy tree trunks, twisted roots"
													]
												},
												{
													"type": "item",
													"name": "Sounds",
													"entries": [
														"rustling leaves, snapping branches, animal calls"
													]
												},
												{
													"type": "item",
													"name": "Smells",
													"entries": [
														"decomposing vegetation, flowering plants, pine trees, earthy mushrooms"
													]
												},
												{
													"type": "item",
													"name": "Textures",
													"entries": [
														"leaves crunching underfoot, scraping branches, water dripping from above, rough bark"
													]
												},
												{
													"type": "item",
													"name": "Weather",
													"entries": [
														"still air, cool shade, sporadic breeze, rain on the canopy, branches coated in thick snow"
													]
												}
											]
										},
										{
											"type": "pf2-title",
											"name": "MOUNTAIN",
											"style": "text-left"
										},
										{
											"type": "list",
											"style": "list-no-bullets",
											"items": [
												{
													"type": "item",
													"name": "Sights",
													"entries": [
														"bare cliffs, snow caps, hardy trees, slopes littered with scree, fallen rocks, birds flying on currents, fog among the peaks"
													]
												},
												{
													"type": "item",
													"name": "Sounds",
													"entries": [
														"howling wind, falling rocks, clear echoes, crunch of rocks underfoot, distant avalanche"
													]
												},
												{
													"type": "item",
													"name": "Smells",
													"entries": [
														"blowing dust, pine trees, fresh snow"
													]
												},
												{
													"type": "item",
													"name": "Textures",
													"entries": [
														"rough stone, powdery snow, unstable rubble"
													]
												},
												{
													"type": "item",
													"name": "Weather",
													"entries": [
														"swirling clouds, chill of high altitude, direct sunlight, powerful wind and rain"
													]
												}
											]
										},
										{
											"type": "pf2-title",
											"name": "PLAINS",
											"style": "text-left"
										},
										{
											"type": "list",
											"style": "list-no-bullets",
											"items": [
												{
													"type": "item",
													"name": "Sights",
													"entries": [
														"grass waving gently, scattered wildflowers, rocky outcroppings or boulders, the curve of the horizon"
													]
												},
												{
													"type": "item",
													"name": "Sounds",
													"entries": [
														"rustling wind, birdsong, distant sounds carried far"
													]
												},
												{
													"type": "item",
													"name": "Smells",
													"entries": [
														"fresh air, earthy soil, distant carcasses"
													]
												},
												{
													"type": "item",
													"name": "Textures",
													"entries": [
														"touch of tall grass, rasp of scrub brush, crunch of dry dirt"
													]
												},
												{
													"type": "item",
													"name": "Weather",
													"entries": [
														"cooling of gentle wind, heat of direct sunlight, massive black thunderclouds"
													]
												}
											]
										},
										{
											"type": "pf2-title",
											"name": "SWAMP",
											"style": "text-left"
										},
										{
											"type": "list",
											"style": "list-no-bullets",
											"items": [
												{
													"type": "item",
													"name": "Sights",
													"entries": [
														"lush leaves, clouds of gnats, algae-coated water, shacks on stilts, darting fish"
													]
												},
												{
													"type": "item",
													"name": "Sounds",
													"entries": [
														"croaking frogs, chirping insects, bubbling, splashing"
													]
												},
												{
													"type": "item",
													"name": "Smells",
													"entries": [
														"rich moss and algae, pungent swamp gases"
													]
												},
												{
													"type": "item",
													"name": "Textures",
													"entries": [
														"pushing through floating detritus, tangling creepers, thick mud"
													]
												},
												{
													"type": "item",
													"name": "Weather",
													"entries": [
														"oppressive humidity, still air, pouring rain, rays of sunlight"
													]
												}
											]
										},
										{
											"type": "pf2-title",
											"name": "UNDERGROUND",
											"style": "text-left"
										},
										{
											"type": "list",
											"style": "list-no-bullets",
											"items": [
												{
													"type": "item",
													"name": "Sights",
													"entries": [
														"winding passages, sputtering yellow torchlight, uneven or cracked floors, ancient writings or architecture, stalagmites and stalactites"
													]
												},
												{
													"type": "item",
													"name": "Sounds",
													"entries": [
														"dripping condensation, scurrying rats or insects, distant clunks of machinery, tinny echoes of your voices and footsteps"
													]
												},
												{
													"type": "item",
													"name": "Smells",
													"entries": [
														"staleness of still air, sulfur, tang of metal deposits"
													]
												},
												{
													"type": "item",
													"name": "Textures",
													"entries": [
														"rough rock walls, erosion-smoothed stone, cobwebs"
													]
												},
												{
													"type": "item",
													"name": "Weather",
													"entries": [
														"chill of underground air, geothermal heat"
													]
												}
											]
										}
									]
								},
								{
									"type": "pf2-h3",
									"source": "GMG",
									"page": 19,
									"name": "More on Follow the Expert",
									"entries": [
										"{@action Follow the Expert} is a truly versatile activity that lets a PC who's lacking at a skill or exploration activity have a better chance to succeed. It's important that this doesn't become too rote. Let the players decide how one of them is helping out the other. The description can give you more to work with and add fun color to the exploration beyond just the mechanics. Also, if one PC helps another in the same way over and over, that could be a sign of the character being helped growing in a particular way. If the rogue has been helping the fighter {@action Avoid Notice} over and over, the fighter is essentially receiving training in {@skill Stealth} at that point and might want to consider taking or retraining a skill increase to make that true. Connections like these can breathe life into the characters and their relationships, and it can help promote camaraderie and interactions between characters."
									]
								},
								{
									"type": "pf2-h3",
									"source": "GMG",
									"page": 19,
									"name": "Improvising New Activities",
									"entries": [
										"The list of exploration activities isn't exhaustive. More appear in special subsystems and adventures, and you'll often need to create your own. When making your own, it's usually fine to just consider whether the amount of effort the PC has to put in is comparable to the other exploration activities and go from there. If you're having trouble, try finding a comparable activity. For example, if the PC are Swimming as they explore, consider that travel speeds are based on the equivalent of 1 action per 6 seconds, and that other exploration activities the PCs can keep up without getting tired are generally based on alternating between 2 actions per 12 seconds, averaging to 1 action per 6 seconds. ({@action Defend}, for example, is based on using 1 action to {@action Stride} then 1 to Raise your Shield, which is why the PC moves at half Speed.) {@action Hustle} is a good example of an activity that can't be done indefinitely, so you can use it as a model for strenuous activities where the PCs are using the equivalent of 2 actions every 6 seconds.",
										"When improvising an exploration activity, have in mind some advantages and disadvantages of that activity to inspire you. What else might the PC be neglecting while doing this activity? How does it interplay with activities the rest of the party uses? If the new activity seems like it's a better option than other activities all or nearly all the time, chances are you might want to adjust it so it's more balanced. Eventually, you'll start to find which exploration activities your group enjoys the most."
									]
								}
							]
						},
						{
							"type": "pf2-h2",
							"source": "GMG",
							"page": 19,
							"name": "Scenes Within Exploration",
							"entries": [
								"It can help you to think of exploration as a series of scenes, with encounters not just breaking up exploration, but functioning as subsections within it. Many of these are based on geography, for example, with exploring a series of dungeon corridors as one scene and entering the dungeon's great hall another. Other times, you'll break out of a scene at a point of interest. If the PCs decide to stop their travels and investigate a statue, think of that as a new scene.",
								"This gives you a good point to describe the transition between scenes. Describe what was happening to reinforce where the group was, then describe what they now face to show the change. For example, \"You've been making your way through this long hallway, but after a moment of debate, you stop, your footsteps and voices still echoing down the hall. The stone statue before you is seven feet high, adorned with rubies. It represents... maybe a god? Its face is damaged and {@condition broken}. What do you do?\" When playing out a scene, your initial description should set the expectation of what level of detail the scene might go into, with you and the players adjusting as needed as you play. Also, it can be useful to go from PC to PC to avoid everybody talking at once. Start with someone who instigated the scene change, if possible, or perhaps the PC using the most relevant exploration activity, like a PC Investigating artwork or {@action Search||Searching} for secrets in the example above.",
								{
									"type": "pf2-h3",
									"source": "GMG",
									"page": 20,
									"name": "Hazards",
									"entries": [
										"The task of looking for and disarming hazards comes up frequently in exploration and is an example of a type of exploration scene. Hazards don't usually appear out of nowhere. A trap might be on a door's lock, at a specific bend in a corridor, or so on. You could have a pit trap in the middle of a large room, but a surprise that's entirely unexpected can be pretty unsatisfying. The same pit trap appearing in the middle of a 10-foot-wide, suspiciously featureless hallway can make the players say, \"Okay, we should have seen that coming,\" with even that minimal amount of foreshadowing.",
										"When a complex hazard triggers, move to encounter mode. Simple hazards are usually dealt with in exploration mode, but that doesn't mean they should be glossed over.",
										"Give a clear picture of what action by a PC set off the hazard, what happens as the hazard activates, and any aftereffects. PCs have many ways to heal themselves, so keep in mind that a damaging hazard won't always have a {@trait huge} effect. They tend to work best if their activation might alert creatures in the area, lock the PCs out of an area, or cause a similar setback beyond just damage.",
										"If a PC detects a hazard and wants to disable it, slow down a bit. Ask the player to describe what the PC is doing and give concrete details about how their efforts pan out to make it feel more real. It's good if the player sweats a little bit! It's supposed to be a tense situation, after all. If a hazard requires multiple checks to disable, it's good to describe what happens with each success to show incremental progress."
									]
								},
								{
									"type": "pf2-h3",
									"source": "GMG",
									"page": 21,
									"name": "Investigations",
									"entries": [
										"The {@action Investigate} exploration activity is pretty broad and can lead into a more thorough investigation scene. Lead off with a definite clue that has details but clearly isn't the whole picture: \"These runes look like ones used for arcane magic but are some kind of variant form,\" \"As you assess the architecture of the room, you see the pillar caps are all made of granite, except for one that appears to be painted plaster,\" or \"Each of the stained glass shows scenes of one of the god Norgorber's aspects, but there are only three windows, and Norgorber has four aspects.\" Then, if this piques a player's interest, you can go into a more detailed investigation. They might look at the runes more closely, chip away at the plaster, or search around for a representation of Norgorber's fourth aspect. Avoid calling for checks if it's not necessary. In the last example, you'd likely tell them which of the deity's aspects is missing without another {@skill Religion} check, and if the aspect is represented as a statue in the room, asking for a {@skill Perception} check to find it might short-circuit the investigation in an uninteresting way.",
										"To make the investigation feel real, it helps to talk the player through their character's thought processes by saying what clue inspired them to think of an important detail, explaining what the detail is, and possibly mentioning a further question that detail raises. Then let the player extrapolate rather than telling them their conclusion. Even if the investigation doesn't lead to a an unambiguous conclusion, the players should feel they're more informed than when they started.",
										"Though one person starts the investigation, getting others involved can help them become more interested and bring different skills to bear to get other types of information. Reward collaboration and clever ideas."
									]
								}
							]
						},
						{
							"type": "pf2-h2",
							"source": "GMG",
							"page": 21,
							"name": "Getting Lost",
							"entries": [
								"When PCs are exploring the wilderness or twisting dungeon corridors, they might get lost. This is most likely if they fail to Sense their Direction using {@skill Survival} but can also happen based on the story, such as if they drop out of a portal in some strange land or come up from an underground passageway into a forest. Playing through the process of wandering in the wilderness and trying to find their way can be fun for a party, provided it's a fairly short interval. If a party is lost at the start of a session, they should usually have found their way and reached a significant destination by the end.",
								"The {@action Sense Direction} activity uses {@skill Survival} to find north.",
								"You can combine this with {@action Recall Knowledge||Recalling Knowledge} about the area\u2014typically using {@skill Nature} or {@skill Society}\u2014for the PCs to get their initial bearings. The DCs for these checks are normally trained or expert if the group is still fairly close to settlements or established nations but might be higher in deep wilderness. As the PCs try to find their way, think of ways to include notable landmarks they can seek out or stumble upon. Some of these might be useful, such as a great tree off in the distance they can climb to get a better vantage point or a mountain slope where multiple plumes of smoke billow up, indicating a settlement. Others might be mysterious or dangerous, such as haunted glades or animal hunting grounds. When the PCs first look around or scout, pick two or three landmarks to point out.",
								"Let the group decide on their course from there.",
								"If the trek takes multiple days, you can move through each day pretty quickly.",
								"You might need to have the group {@action Subsist} if they run out of food, and you might want to include some encounters if they're in a dangerous area. For these encounters, choose creatures that live in that type of environment.",
								"Remember that not all creatures attack on sight. {@condition Friendly} or cautious creatures might approach, resulting in more interactive scenes that might even help the PCs.",
								"If the PCs get unlucky or are just awful at {@skill Survival}, you might end up stuck with no way for them to reorient themselves. In these cases, have someone come to them! They might get captured by local humanoids or monsters or stumble upon a dangerous location. They've figured out where they are, even if it's not where they wanted to be!"
							]
						},
						{
							"type": "pf2-h2",
							"source": "GMG",
							"page": 21,
							"name": "Surprise Attacks",
							"entries": [
								"Page 499 of the {@i Core Rulebook} covers the mechanics of how surprise attacks occur while PCs rest. Such surprise attacks should be used sparingly, even in dangerous areas. The fact that PCs are in a group scares away most animals and setting a watch can deter even more attackers. Surprise attacks are most likely if the PCs did something in advance that would lead to the ambush. For instance, they might be ambushed by bandits if they were flaunting their wealth or showing off expensive items earlier in the session, or they might be counterattacked by enemies if they attack the enemies first, only to retreat to rest. If the PCs set up camp hastily and decide not to set a watch, they might be in trouble if they're attacked.",
								"This should happen only in cases of extreme sloppiness, since if you take advantage of minor lapses, you might end up with a group that repeatedly spends an inordinate amount of time describing all their camping preparation to keep it from happening again. It's usually better to ask the PCs if they're setting up watches, rather than assume that their silence on the issue means they aren't."
							]
						}
					]
				},
				{
					"type": "pf2-h1",
					"blue": true,
					"source": "GMG",
					"page": 22,
					"name": "Running Downtime",
					"entries": [
						"You can use downtime in a variety of ways that can streamline gameplay and flesh out the story, such as to:",
						{
							"type": "list",
							"items": [
								"Demonstrate changes to the setting that result from the PCs' previous achievements, giving them time to breathe and appreciate what they've accomplished.",
								"Emphasize the PCs' planning and the fruit it bears.",
								"Avoid bogging the game down, even if a great deal of time passes. Keep the number of rolls small.",
								"Bring back compelling NPCs or plot threads established in previous downtime or adventures.",
								"Interject interesting events and scenes related to what the PCs do to make the world feel more alive.",
								"Switch to encounter or exploration more as needed when actions spur a new scene or adventure."
							]
						},
						"This section covers advice on how to fit downtime to suit your group. The amount and complexity can vary greatly depending on the game. You can find the basics of running downtime on page 500 of the {@i Core Rulebook}.",
						{
							"type": "pf2-h2",
							"source": "GMG",
							"page": 22,
							"name": "Depth of Downtime",
							"entries": [
								"Determine how involved your group wants downtime to be at the start of the game. If your players vary greatly in preference, you might need to find a middle ground, or some way to give the players least interested in downtime something they would find compelling. You can adjust downtime depth as the game goes along, and you might find it becomes more important to the players as their connection to the setting grows stronger.",
								"Pay attention to the amount of real-world time you spend in downtime and the level of detail. Downtime should rarely last a whole session. Usually, a half hour between significant adventures is about right, and 15 minutes for shorter lulls in the action, such as when PCs return to a town briefly in the middle of an adventure. You can extend this as needed for more detailed roleplaying scenes.",
								"For the level of detail, it's important to give more than just an overview, but often the basics will do. \"A fleet of merchant ships arrives in the port, and an officer puts you to work unloading cargo\" might do for using {@skill Lore||Sailing Lore} to {@action Earn Income}, and \"Your shipment of iron arrives late, but you're able to complete the armor\" could be enough for {@skill Crafting}. Go deeper if the player sets out to do something specific or asks questions you think have potential for an interesting story, but be careful with too much detail, as you run the risk of boring most of the table with minutiae.",
								{
									"type": "pf2-h3",
									"source": "GMG",
									"page": 22,
									"name": "Group Engagement",
									"entries": [
										"One major challenge of downtime is keeping the whole group involved. When you can, combine multiple people's tasks into one. For instance, if one PC wants to {@action Earn Income} with {@skill Performance} and another wants to offer their services as a medic, you might say that a traveling caravan is stopping briefly, seeking entertainment and treatment for diseases and injuries their group suffered on the road. That means you can put both PCs in the same scene. You can also look for downtime activities that affect multiple characters' interests. For instance, if the rogue's contact at the thieves' guild wants a special magical cloak, a different PC might {@action Craft} that cloak.",
										"PCs can help each other more directly. For instance, if the barbarian's player doesn't plan to do anything in downtime, you might let the barbarian {@action Aid} another character in crafting weapons\u2014feeding the forge and working the bellows, for instance.",
										"If a player really isn't interested in downtime, they might not want to engage at all. In that case, it's best to shorten the time you spend on downtime and give their actions a one-sentence description. If other players want a deeper downtime experience, consider extending game sessions or running side sessions for just those players."
									]
								},
								{
									"type": "pf2-h3",
									"source": "GMG",
									"page": 22,
									"name": "Campaigns Without Downtime",
									"entries": [
										"There are two ways you might end up with a game that has no downtime: no time and no interest. In the first, the story moves along so quickly that the PCs don't really have time to engage with downtime. Think of it like a breakneck action movie, where the characters barely have time to breathe before they're on to the next challenge, and even the end of an adventure is a cliffhanger.",
										"In the second, you and the other players just don't care about downtime at all. It doesn't interest you. In this case, just summarize what happens between adventures and skip using any downtime rules.",
										"If you skip downtime, you might not need to adjust your game. The money PCs can earn during downtime is minor compared to what they can gain through adventures.",
										"However, the PCs will have less choice in what items they get if they don't {@action Craft} or earn extra money to buy items."
									]
								}
							]
						},
						{
							"type": "pf2-h2",
							"source": "GMG",
							"page": 22,
							"name": "Long-Term Goals",
							"entries": [
								"Downtime's more satisfying when the PCs work toward long-term goals rather than perform disconnected tasks. You can ask players what their PCs' goals are, and also look for storylines they're interested in that you can use as seeds for long-term goals. Long-term goals might include running a business, creating a guild, establishing an arcane school, returning a despoiled land to its natural splendor, reforming local politics, or rebuilding a ruin. Goals involving organizations are a good opportunity to use the leadership subsystem on page 168. If players don't have clear ideas for their goals, look at their backgrounds, NPCs they know, and things they've expressed interest in during adventures to develop some suggestions. Remember that you're not trying to get them to accept your exact suggestions, but to pick a goal they really like. Long-term goals should shape the game, and reinforcing their progress is key. Show changes, good and bad, that result from the PCs' efforts, both in downtime and on their adventures if applicable. This doesn't have to be subtle! You can directly say, \"You've been trying to get the magistrate to allow you to buy this plot of land, but the fact that you entered the wizard's tower illegally seems to have soured him toward you.\" Think ahead in stages. For instance, if a PC wants to run a business, you might have them...",
								{
									"type": "list",
									"items": [
										"Start with a simple stand to sell their wares.",
										"Show they're drawing big crowds and need to expand.",
										"Build a storefront.",
										"Open to modest success.",
										"Get a small but loyal following.",
										"Hire employees to keep up with demand.",
										"Deal with supply issues or competition.",
										"Get enough interest in a nearby settlement that they might want to expand their business."
									]
								},
								"And so on. You can deliver each of these details through a little vignette. For example, if you use the second bullet point, you might describe the throng of people crowded around the PCs' stand, and say they sold out of goods before half the people were served. Downtime goals are a great way to weave the PCs' agency into the story.",
								{
									"type": "pf2-h3",
									"source": "GMG",
									"page": 23,
									"name": "Success and Failure",
									"entries": [
										"Success at a reasonable long-term goal should be likely, but not guaranteed. Give the player an expectation of how likely their goal is to work out based on how ambitious it is. Be clear about how much downtime it will take compared to the amount of downtime you expect the party will get during your campaign. Then let the player decide how to commit their downtime, and to which tasks.",
										"Repeated failures or outside problems could lead to the whole goal failing. It happens! But give the player a fair chance. Even if their goal is really hard to achieve\u2014like driving the undead out of Ustalav\u2014they might find a way. Don't undermine their efforts or ideas, but do make clear the magnitude of the task they've chosen. Remember that even if a goal fails, the effort was worthwhile.",
										"A failure or a success at a long-term goal can be a major emotional beat for the character. They've changed the world, after all! Don't shortchange it just because it happened in downtime. In fact, because it might have taken place over multiple sessions, the player might have been looking forward to the results for a really long time!"
									]
								}
							]
						},
						{
							"type": "pf2-h2",
							"source": "GMG",
							"page": 24,
							"name": "Buying and Selling",
							"entries": [
								"The game leaves it up to you to determine what items the PCs can and can't purchase, and the final market Price for them. Settlements the size of a town or bigger typically have at least one vendor for basic, common gear, and even magic and alchemical items of 1st level. Beyond that, it all depends on how much you want to allow the players to determine their abilities and how much verisimilitude you want in your game. You can set the specifics where you need, but let's look at three possibilities.",
								"{@b PCs can buy what they want where they want.} You gloss over the details of markets. PCs can sell whatever they want for half the Price and buy any item to which they have access at full Price. This approach is focused on expediency over verisimilitude and is likely to reduce the number of unusual or distinctive items the PCs have, as many players seek out the ones that most directly support their characters' strengths. This still means there's a limit on purchasing uncommon or rarer items, but you could even do away with rarity if your group wants, or add a surcharge instead (depending on your group's play style, that could be anywhere from 10% to 100% for uncommon items, and 25% to 500% if you also want to open up all rare items)",
								"{@b PCs can buy what they want but must put in additional effort.} If they want to sell or buy items, PCs must be in a location where the markets can support that. They can usually sell a single item for half its Price, but the Price for something already plentiful on the market could drop lower, typically to 25% or 10%, or be refused entirely if there's a glut. Buying an item usually costs the full Price; buying higher-level items (or uncommon items if they're available at all) requires seeking out a special vendor or NPC and can take extra time, representing a real investment by the PCs. They might be unable to find the item at all even after their time investment, based on the settlement's parameters. This approach allows PCs to determine some of their items, but forces them to really work to get more powerful items and discourages looting every enemy to sell off fairly ordinary armor. This can be the most work for you but can make the world feel diverse and complex.",
								"{@b Magical markets are rare or nonexistent.} PCs get what they find in adventures and can {@action Craft} their own items, if you allow them to get formulas in some way. If you have magical marketplaces at all, their selections are small. They sell items at full Price and have difficulty attaining the funds to buy more items. They might purchase items for half of the Price but are far more selective about what they take. If you use this approach, PCs are far more likely to use strange items they find but might be dissatisfied or even underpowered depending on what items you give them. Even in this style of game, you might want to allow them to get weapons and armor with fundamental runes fairly easily, or make sure you award those on a regular basis."
							]
						},
						{
							"type": "pf2-h2",
							"source": "GMG",
							"page": 25,
							"name": "Tasks and Events",
							"entries": [
								"Players will often look to you for tasks they might take on during downtime, especially if they're looking to {@action Earn Income}. You should also interject special events to surprise your players and add interesting scenes. If you need some quick ideas for tasks characters might offer a PC, look at the tables below for inspiration. The {@action Earn Income} tasks are arranged with tasks appropriate for low-level PCs first, but most can be adapted to the level you need. For the events, you might need to \"zoom out\" to focus on a special scene or even a short encounter or adventure.",
								{
									"tag": "table",
									"name": "EARN INCOME TASKS",
									"source": "GMG",
									"type": "data"
								},
								{
									"tag": "table",
									"name": "DOWNTIME EVENTS",
									"source": "GMG",
									"type": "data"
								}
							]
						},
						{
							"type": "pf2-h2",
							"source": "GMG",
							"page": 26,
							"name": "Money in Downtime",
							"entries": [
								"While the amount of money the PCs can earn during short periods of downtime is significantly less than the value of the loot they gain adventuring, it can still serve as a satisfying bonus. The PCs might use their money to outfit themselves better, donate it toward a good cause, or pool it together to save for a major purchase. If you find that a PC tends to forget about their money or save it up more cautiously than they really need to, offer them rewarding opportunities to spend it. For instance, they might be approached to contribute to a charity in desperate need or sponsor an artist looking for a patron.",
								"The downtime system includes a guide for calculating the cost of living, using the values found in the {@i Core Rulebook} on page 294. {@action Track||Tracking} cost of living is usually best reserved for months or years of downtime since that's when someone might earn a substantial amount of money from downtime activities and find that costs really add up. You can usually ignore it if there are only a few days of downtime, though if a PC is roleplaying a fine or extravagant lifestyle, you might charge them during even short periods of downtime to reinforce the story they're telling.",
								{
									"type": "pf2-h3",
									"source": "GMG",
									"page": 26,
									"name": "Investments",
									"entries": [
										"The downtime system isn't meant to deal with investing money, receiving interest, or the like just to make more money. Rather, investing should result in changes in the world. PCs might invest in founding a museum, and find on their return that the collection has grown. If they fund an expedition, they might get access to interesting trade goods later on.",
										"When characters are investing in a major endeavor, the amount of in-world time invested often matters more than the money. While spending additional money greatly increases the efficiency of {@skill Crafting} an item, you can't build a fort in a day just because you have enough money to pay for the whole process. Downtime is a good opportunity for characters to start long processes that can continue in the background as the PCs adventure, provided they can find a trustworthy, competent person to run things in their stead."
									]
								},
								{
									"type": "pf2-h3",
									"source": "GMG",
									"page": 26,
									"name": "Money During Long Periods of Downtime",
									"entries": [
										"If the PCs have a very long time between adventures, especially years, they have the opportunity to collect a great deal of money through downtime. Use the guidelines for average progress and cost of living on pages 501\u2013502 of the {@i Core Rulebook} to figure out how much they get.",
										"Because you're trying to convey that a long time has passed, have them spend it before you jump to the end of downtime. What did they invest in during those years? What drew their interest? Did their fortunes rise or fall? Did they acquire interesting objects or hire compelling people? Consider this expenditure another way to show how the PCs impact the world."
									]
								}
							]
						},
						{
							"type": "pf2-h2",
							"source": "GMG",
							"page": 26,
							"name": "Retraining",
							"entries": [
								"The rules and suggestions for retraining are covered thoroughly in the {@i Core Rulebook} on page 502. Your primary responsibility here is to determine the time, instruction, and costs of retraining, as well as adjusting details to align cohesively with the story and world.",
								"Consider what effort each PC puts forth as they retrain, so you can describe how they feel their abilities change.",
								"What kind of research and practice do they do? If they have a teacher, what advice does that teacher give? You can run a campaign without retraining if you want the PCs to be more bound by their decisions or are running a game without downtime. However, if your campaign doesn't use downtime rules but a player really regrets a decision made while building or leveling up their character, you might make an exception for them.",
								{
									"type": "pf2-h3",
									"source": "GMG",
									"page": 26,
									"name": "Teachers",
									"entries": [
										"Most of the abilities PCs gain come through adventuring. They're learning on the job! {@action Retraining}, on the other hand, is dedicated study that might require a teacher's help. You don't have to use teachers, but it gives you a great way to introduce a new NPC or bring back an existing one in a new role. The role of a teacher could also be filled by communing with nature for a druid, poring through a massive grimoire for a wizard, and so on. The important part is the guidance gained from that source. The following list includes sample teachers.",
										{
											"type": "list",
											"items": [
												"Archwizard Koda Mohanz, wizard academy proctor",
												"Bagra Redforge, aged artisan",
												"Baroness Ivestia II, tutor in etiquette and social maneuvering",
												"Byren Effestos, Esquire, advisor in matters of law, politics, and finance",
												"Dr. Phinella Albor, professor of medicine and surgery",
												"Dr. Revis Enzerrad, mystic versed in the occult",
												"Grita the Swamp Sage, purveyor of strange draughts and cryptic riddles",
												"Jeballewn Leastfire, tutor in alchemical experimentation",
												"Kpunde Neverlost, retired veteran adventurer",
												"Lyra, teller of legends and master of handicrafts",
												"Major Venaeus, instructor of military tactics",
												"Mother Elizia, high priest and religious scholar",
												"Professor Kurid Yamarrupan, senior university lector",
												"Quintari Solvar, coach for fitness and healthy living",
												"Ragged Sanden, hermit and speaker for nature",
												"Silent Flame, Master of the Seventeen Forms",
												"Tembly the Daring, veteran acrobat and circus performer",
												"Twelve Fingers, experienced thief and spy",
												"Wen Hardfoot, well-traveled scout and naturalist",
												"Zuleri Gan, conductor, playwright, and music scholar."
											]
										}
									]
								},
								{
									"type": "pf2-h3",
									"source": "GMG",
									"page": 27,
									"name": "Extreme Retraining",
									"entries": [
										"By the default rules, PCs can't retrain their class, ancestry, background, ability boosts, or anything else intrinsic to their character. However, you might be able to find a way to make this happen in the story, going beyond the realm of retraining and into deeper, storybased quests. Class and ability modifiers are the simplest of these to justify, as they could come about solely through intense retraining. Especially at low levels, you might let a player rebuild their character as a different class, perhaps starting by retraining into a multiclass dedication for their new class and swapping into more feats from that dedication as partial progress towards the class change.",
										"Just be mindful that they aren't swapping over to switch out a class they think is great at low levels for one they think is stronger at high levels. {@action Retraining} a class or ability scores should take a long time, typically months or years.",
										"Changing an ancestry or heritage requires some kind of magic, such as reincarnation into a new form.",
										"This might take a complex ritual, exposure to bizarre and rare magic, or the intervention of a deity. For instance, you might require an elf who wants to be a halfling to first become trained in {@skill Lore||Halfling Lore}, worship the halfling pantheon, and eventually do a great service for halflings to get a divine blessing of transformation.",
										"{@action Retraining} a background requires altering the game's story so that the events the PC thought happened didn't.",
										"That can be pretty tricky to justify! The most likely scenario is that they had their memory altered and need to get it magically restored to reveal their \"true\" background\u2014the new retrained background.",
										"Of course, in all these cases you could make an exception and just let the player make the change without explanation. This effectively acknowledges that you're playing a game, and don't need an in-world justification for certain changes. For some groups it might be easier, or require less suspension of disbelief, to ask the group to adjust their ideas of what's previously happened in the game than to accept something like an elf turning into a halfling via magic."
									]
								}
							]
						}
					]
				},
				{
					"type": "pf2-h1",
					"blue": true,
					"source": "GMG",
					"page": 28,
					"name": "Adjudicating Rules",
					"entries": [
						"You need at least some familiarity with the rules to run a game well. But you don't need to be the foremost expert on the rules. You don't even need to know the most about the rules at your table to be a great GM! There's a key difference between \"knowing\" the rules and \"adjudicating\" the rules.",
						"While GMing, strive to make quick, fair, and consistent rulings. Your rulings should encourage your group to work together to interpret the rules and to be creative with their characters' decisions and actions. If your group is satisfied with the interpretation, you've made the right adjudication!",
						{
							"type": "pf2-h2",
							"source": "GMG",
							"page": 28,
							"name": "Core Principles",
							"entries": [
								"These are the most important things to keep in mind.",
								{
									"type": "list",
									"items": [
										"Remember the basics of the rules.",
										"Be consistent with your past rulings.",
										"Don't worry if you don't have a specific rule memorized; it's OK to look it up!",
										"Listen to concise opinions from the other players.",
										"Make a call and get on with play.",
										"Review your decision after the session is over, if necessary."
									]
								},
								{
									"type": "pf2-h3",
									"source": "GMG",
									"page": 28,
									"name": "The Basics",
									"entries": [
										"Start by looking at the basic guidelines on page 491 of the {@i Core Rulebook} for the fundamental principles that can help you make rulings quickly and fairly. You should also be familiar with the rules relevant to encounters, exploration, and downtime, as well as with the section in Chapter 10: Game Mastering in the {@i Core Rulebook} on running those modes of play."
									]
								},
								{
									"type": "pf2-h3",
									"source": "GMG",
									"page": 28,
									"name": "Consistency and Fairness",
									"entries": [
										"As an arbiter of the rules and the person who's setting the scene for the action, it's in your best interest to appear fair at all times. Your main defense against appearing unfair is consistency in your rulings.",
										"Achieving consistency is as easy as explaining why you're ruling a certain way and comparing this ruling to past rulings you've made in a way that makes sense to your players. For example, you might say something like \"When Torben swung from the chandelier and attacked the air elemental, I required an {@skill Athletics} check as part of the action and gave a +1 circumstance bonus to the attack roll. Hanging from the rope bridge to attack the giant bat sounds similar, so why don't you roll an {@skill Athletics} check.\" Do this any time it's applicable when you make a ruling, but don't feel compelled to do so for truly new rulings.",
										"Through the course of playing, your previous rulings will form a set of shared preferences and an understanding between you and your group\u2014or even become formalized house rules.",
										"Over time, your players will think about these examples when planning their actions, which can improve consistency during play."
									]
								},
								{
									"type": "pf2-h3",
									"source": "GMG",
									"page": 28,
									"name": "Looking Up Rules",
									"entries": [
										"It is perfectly acceptable to refer to the rules during a session. However, you don't have to do this alone.",
										"If you're leafing through a book or searching an electronic reference, your players are idle. There are a few techniques that make these intervals more palatable for the players. Letting them know that you're looking something up might prompt some players to also read the rule. This can increase the chances of collaboration and sets expectations for the length of the pause. Alerting your players that you're going to take a minute and read the rules also lets them know that it's a good time to tend to away-from-the-table tasks like refilling a drink."
									]
								},
								{
									"type": "pf2-h3",
									"source": "GMG",
									"page": 28,
									"name": "Listen to the Players",
									"entries": [
										"The friends around your game table are perhaps your best tool for achieving quick, fair, and consistent rulings. Sharing the task of remembering the rules makes rules discussions collaborative rather than combative, greatly increases the chances of accurate and comprehensive recall of the written rules and your own past rulings, and is true to the shared storytelling spirit of Pathfinder.",
										"Asking if anyone knows how a specific rule rewards those players who have spent time mastering the rules and involves more people in the discussion. It signals to other players that you are willing to hear opinions before making a ruling, and it builds a more collaborative environment.",
										"In addition, for groups with access to a large number of sourcebooks or rules resources, you can ask different players to examine separate sources. This can greatly increase the speed and accuracy of a group's rulings.",
										"Approaching the rules as a group problem also means that you should never trivialize player concerns about a rule. You must also think about each player and assess how important the rules actually are to each player. Remember, though\u2014while rules recall is a group challenge, making the final decision on the rules interpretation and getting the session moving again falls to you."
									]
								},
								{
									"type": "pf2-h3",
									"source": "GMG",
									"page": 29,
									"name": "Make the Call",
									"entries": [
										"Though all the above are great practices for making good rulings, often the best ruling is the one that keeps the game moving. Avoid getting so bogged down that it takes you several minutes to decide what ruling you'll proceed with. Take what's close enough and keep playing. If necessary, you can tell your group \"This is how we're playing it now, but we can have more discussion between sessions.\" This gets you back in the action, puts a clear stamp on the fact that this is your decision in the moment, and empowers your players with permission to express their opinions on the ruling at a later time.",
										"When in doubt, rule in favor of the player's request, and then review the situation later.",
										"The best time to really go in-depth, possibly putting the group on a short break, is when a situation is life-or-death or has major consequences in a character's story."
									]
								},
								{
									"type": "pf2-h3",
									"source": "GMG",
									"page": 29,
									"name": "Take Time for Review",
									"entries": [
										"When you make a decision you're not sure about, look back over it at the end of a session or between sessions.",
										"You might change your mind\u2014there's nothing wrong with that! If you change or clarify your original ruling, inform your players before the next session. No one likes being surprised by a rule change. Even better, include them in a rules conversation just like you might during a session. The guidance on discussing rules with your players still applies between sessions. Unlike at-the-table rules discussions, there's also much more time in these situations to read existing official rulings or sources."
									]
								}
							]
						},
						{
							"type": "pf2-h2",
							"source": "GMG",
							"page": 29,
							"name": "Saying \"Yes, But\"",
							"entries": [
								"Some of the most memorable moments come from situations that inherently call for a rules interpretation, like when a player wants to do something creative using the environment. The variety of these situations is limited only by the imagination of your players. It's usually better to say \"yes\" than \"no,\" within reason. For example, imagine a player wants to do something borderline nonsensical like grabbing a spider and squeezing it to force it to use its web attack. But what about a player who wants to use a fire spell to deliberately ignite a barrel of oil? Surely that should have some effect! This is where you can use a variant of the well-known improv \"Yes, and,\" technique: you can say \"Yes, but.\" With \"Yes, but,\" you allow the player's creative idea, but tie it into the world and the game rules via some sort of additional consequences, potentially adding the uncertainty of an additional roll. Here are some simple ways you might implement this tool. Almost all of these require an action or are part of another action.",
								{
									"type": "list",
									"items": [
										"Get a fleeting benefit without a roll. Example: dip a sword into a burning brazier to add 1 fire damage on the next attack against a troll.",
										"Require a check, then apply a circumstance bonus to the PC's action. Example: swing from a chandelier above a foe.",
										"Require a check, then apply a circumstance penalty or condition to a foe. Example: throw a barrel over a monster's head.",
										"Require an attack roll or skill check to deal minor damage and gain another benefit. Examples: jump from a higher elevation down onto a foe for a small amount of damage, potentially knocking the foe {@condition prone}; throw sand in an opponent's eyes.",
										"Require a directed attack against an object, then allow foes to attempt saving throws against the object's effect at a DC you choose. Example: cast a {@i produce flame} spell at a barrel of explosives."
									]
								},
								"Another powerful tool you can use to help you say \"Yes, but\" when you're unsure of the game impact is to allow the idea to work just this once, letting your players know that this is part of your decision. For instance, maybe you think a PCs attempt to {@action Grapple} a spider to aim its web attack at another foe is so fun you have to let them do it, but you're worried that the effect would be so powerful that the PCs would just carry around a spider to shoot webs for the rest of the campaign. By making it a one-time effect, you can have fun but don't have to worry about whether you're setting a disruptive precedent for later on."
							]
						},
						{
							"type": "pf2-h2",
							"source": "GMG",
							"page": 29,
							"name": "House Rules",
							"entries": [
								"You and your players will inevitably come across a rule you disagree with, or that runs counter to the theme of your game. You might even decide to add a specific rule to an area not covered by the written rules. Collectively, these rulings, changes, and additions are known as house rules. It's a good idea to record them in a place where the group can easily access and refer to them, and where a potential new player could find them. Such record-keeping is a great thing to delegate to a player! The best rule of thumb in these situations is to be slow to change the written rules and quick to revert a problematic ruling or house rule. The simple reason for this is that sticking to the written rules is the easiest way to remain fair and consistent. However, the more you learn your group's play style, the more often you'll find times where you and your group feel it's correct to institute a house rule of some sort. You might take a look at Chapter 4: Variant Rules to get started!"
							]
						}
					]
				},
				{
					"type": "pf2-h1",
					"blue": true,
					"source": "GMG",
					"page": 30,
					"name": "Resolving Problems",
					"entries": [
						"When dealing with problems at the table, keep in mind the primary reason to play Pathfinder is to have fun. And that's true for everyone\u2014player or GM. Don't \"solve\" a problem by reducing everyone's enjoyment of the game or their ability to forge a path for their characters. Of course, sometimes your solution might not make everyone deliriously happy. Play style is a highly personal, individual thing, rarely does a group agree on all things all the time.",
						"Solving problems can be as collaborative as the rest of the game. Only a foolish GM ignores the players' opinions\u2014but that said, the final decision in resolving a problem rests with you.",
						"Issues at the table arise occasionally. Broadly, such problems can be separated into four main categories: distractions, total party kills, problematic players, and power imbalances. The first of these is covered in detail on page 491 of the {@i Core Rulebook}, and guidance for the others appears here.",
						{
							"type": "pf2-h2",
							"source": "GMG",
							"page": 30,
							"name": "Total Party Kills",
							"entries": [
								"Perhaps the most feared of any outcome of a gaming session, a total party kill (TPK) can spell the end of an adventure or campaign. In a TPK, every member of the party dies. Think in advance about how comfortable you are with TPKs and discuss them with the other players. This can provide valuable insights into not only how you should handle one but also the implied level of lethality the players expect.",
								"TPKs are rarely unavoidable. Usually it becomes evident at some point during the session, whether to everyone or only to you, that disaster looms.",
								"What the players do with this insight is up to them, but you have more control and can take steps to avoid the TPK. For example, perhaps the PCs' foe gets distracted by something, an ally arrives to help the heroes, or the villain captures them instead of slaying them outright. The simplest path is to just allow a clear escape route the PCs can take\u2014perhaps with a few characters still falling along the way. It's not entirely your responsibility to defuse the TPK, but offering such opportunities gives players more say in their characters' fates.",
								"Should a TPK occur anyway, the kind of game you're running should influence your approach to the situation.",
								"For example, in a campaign centered around dungeon crawling, a TPK is less of a problem\u2014the players simply form a new adventuring party and take up where the dead ones left off. If you are running a story-intensive game in which each PC has a personal stake in defeating the villain, saving the town, or the like, a TPK could demolish multiple plot threads. Here, you might use the story you have in place, having the NPCs take up arms to find or avenge the slain group\u2014or raise them from the dead.",
								"Note that the game should continue only if the players want it to. The premature end of an adventure or campaign isn't always a bad thing. If the group is interested in moving on, there's nothing wrong with ending the campaign and starting something different."
							]
						},
						{
							"type": "pf2-h2",
							"source": "GMG",
							"page": 31,
							"name": "Problematic Players",
							"entries": [
								"Most players who cause problems do so unintentionally\u2014perhaps bringing out-of-game issues and stresses to the table. You shouldn't immediately jump on every instance of problematic play\u2014everyone has a bad night on occasion. However, if someone disrupts the game on an ongoing basis, you owe it to all the players to deal with the problem. If you don't, bad feelings, grudges, and even ruined friendships could result. Handling a problematic player requires tact: making demands in front of the rest of the group is rarely the best way to resolve the problem. Attempt to handle the problem privately away from the game, or call a break to have a private conversation if the situation is really urgent. As with all emotionally charged conversations, email, text messages and the like can lose the subtlety of speech\u2014it's better to meet the player face to face, if possible. Here are some problematic behaviors that often come up and might require you to intervene.",
								{
									"type": "list",
									"items": [
										"Obsessing over the letter of the rules.",
										"Constantly \"helping\" other players make the optimal choice on their turn.",
										"Making their character the center of attention, without allowing space for other players."
									]
								},
								"Other behaviors are unacceptable and must be dealt with firmly and decisively. These can be severe enough to pause the game in progress. Such actions speak to a deeper problem and require more drastic action to solve.",
								{
									"type": "list",
									"items": [
										"Repeatedly arguing with decisions made by other players or the GM.",
										"Ignoring other players' opinions.",
										"Deliberately derailing the adventure's plot.",
										"Being deliberately rude or cruel to other players\u2014especially if it's on the basis of their ethnicity, gender, sexual orientation, political or religious affiliation, the color of their skin, or the like."
									]
								},
								{
									"type": "pf2-h3",
									"source": "GMG",
									"page": 31,
									"name": "Safety Tools",
									"entries": [
										"Introducing and using safety tools at your table can help head off some problematic behaviors. The X-Card and Lines and Veils tools described on page 485 of the {@i Core Rulebook} allow anyone who feels uncomfortable or unsafe to express their discomfort, with clear guidance on how the rest of the table should respond. This clarity sets obvious boundaries to help enforce the social rules of the table."
									]
								},
								{
									"type": "pf2-h3",
									"source": "GMG",
									"page": 31,
									"name": "Ejecting a Player",
									"entries": [
										"Ultimately, there is no place for a serially or deliberately disruptive player in your gaming group. Such behavior is not fair to you or the other players, and the problem player needs to either modify their behavior or leave the group."
									]
								},
								{
									"type": "pf2-brown-box",
									"source": "GMG",
									"page": 31,
									"name": "CHEATING",
									"entries": [
										"Players rarely cheat knowingly, so if you suspect a player of cheating, it's safe to assume first that they're unaware of\u2014or simply forgot\u2014how an aspect of the rules works. A gentle reminder of how the rule, spell, or ability in question functions is usually enough to move past the situation. Every once in a great while, you'll encounter a player who is deliberately cheating. The spirit of roleplaying is one of cooperative storytelling and overcoming challenges together, so one player cheating steals fun from every other player at the table. It's natural to feel some anger in this situation, so make sure you let some time pass between when you discover that a player is cheating and when you address it with them.",
										"Ultimately, it will fall to you as the GM to gently make it clear that this behavior must stop. To do this well, think carefully about why the player is cheating before approaching them. The reason behind the cheating often points to a reasonable solution. When discussing the matter with your player, do your best to remain calm and inquisitive rather than accusatory."
									]
								},
								"Before meeting with the problem player, discuss the situation with the other players in private to ensure you make the right call, and figure out what repercussions you expect and whether the game should continue at all.",
								"When you break the news to the problem player, be compassionate but firmly state the decision is final and restate which behaviors are responsible. If parts of having the player in the game were rewarding or you want the player to remain a friend, make that clear and decide if a player's behavior merits other changes to your relationship."
							]
						},
						{
							"type": "pf2-h2",
							"source": "GMG",
							"page": 31,
							"name": "Power Imbalances",
							"entries": [
								"You might end up with one PC who outshines everyone else.",
								"Perhaps the player is a rules expert with a powerful character, other players are less experienced or more focused on the story of their characters, or there's just a rules combination or item that's stronger than you expected. In any case, this imbalance might mean you have other players who feel ineffective, or the overpowered character's player becomes bored because they aren't challenged during gameplay.",
								"Talk to the player between sessions, and make it clear that no one at the table is to blame in this situation. Most players have no problem making some concessions for the happiness of the group. If the problem results from rules options, offer an easy way to retrain. If the imbalance resulted from an item, come up with a way that item might need to be lost or sacrificed, but in a satisfying way that furthers the narrative.",
								"If you meet resistance from the player, listen to their counterpoints. If you're still convinced they need to change, you might need to be more firm.",
								"It's worth stating that players might still have fun, or even enjoy an instance of power imbalance. You don't have to do anything to address it unless it limits fun at your table."
							]
						}
					]
				},
				{
					"type": "pf2-h1",
					"blue": true,
					"source": "GMG",
					"page": 32,
					"name": "Narrative Collaboration",
					"entries": [
						"While some players like to sit back and let the Game Master control everything, most players want their contributions to shape the campaign's story. This is central to the concept of player agency\u2014making players feel like the choices they make really matter, and that the world is a living place they can change through their decisions. In some games, the players can step beyond the traditional divide between GM and players to directly influence how the story progresses. Below are three methods you can use to balance the narrative control of your game.",
						{
							"type": "pf2-h2",
							"source": "GMG",
							"page": 32,
							"name": "Idea Farm",
							"entries": [
								"Coming up with ideas for a campaign can sometimes feel overwhelming. This is where your players come in handy! You can solicit direct feedback from them and implement their ideas into the game. This style of narrative control preserve your authority over the game while giving players the chance to incorporate elements into the game you know they want to see. It doesn't venture beyond the traditional structure of a fantasy roleplaying game.",
								"Plan for a few checkpoints throughout the campaign where you touch base with your players to get their ideas. The most crucial comes at the start of the game. It's best to take this step before you even set to work on crafting the world or plot, so that player input can define what's important in the game world. Later, checkpoints can coincide with major story milestones. For example, if the players set off across the sea, you might ask where they want their voyage to end and what sites, if any, they'd like to explore along the way."
							]
						},
						{
							"type": "pf2-h2",
							"source": "GMG",
							"page": 32,
							"name": "Creative Collaboration",
							"entries": [
								"You might have players develop the stories of some of the regions or NPCs, while your contributions serve as the glue that makes it all work together. This breaks somewhat with traditional RPG structures, in that you might not be the expert on all areas of the setting and plot.",
								"Your collaboration will depend on the interests of you and the other players. Maybe one draws a city map, another makes the stats and personality for an NPC, another controls some monsters in combat, and a fourth doesn't want to do anything beyond playing their character. There's a trade-off here, because while you'll be off-loading some of your work, you'll also need to ensure consistency across these multiple sources of ideas. It can really help to keep a log of which player is in charge of each part of your setting.",
								"If you expect one of a player's specialties to appear in an upcoming session, let them know ahead of time so they can prepare or discuss their ideas in advance with you."
							]
						},
						{
							"type": "pf2-h2",
							"source": "GMG",
							"page": 32,
							"name": "Decentralized Storytelling",
							"entries": [
								"So what if you want to go all the way and completely break down the walls between the GM and other players? What if you want to preside over a game in which anyone can speak for any of the NPCs, and when someone tries to determine what's down the next hallway, it's just as likely to come from another player as from you? Now we're talking about decentralized storytelling, the least traditional approach we'll cover here.",
								"In this approach, one of your biggest jobs is asking questions or giving prompts. \"When you open the door, what's beyond?\" \"How does the king react to Lem's taunt?\" You can direct your questions to individual players, leave them open to all, and put forth your own suggestions.",
								"This approach works best when players are comfortable with one another and willing to both take responsibility in building the story and accept that some of their ideas will go unused. It's well suited for shorter campaigns, or ones in which players take turns in the GM's seat."
							]
						},
						{
							"type": "pf2-h2",
							"source": "GMG",
							"page": 32,
							"name": "Challenges",
							"entries": [
								"The largest risk of putting narrative control in multiple people's hands is losing a cohesive story. When multiple people have conflicting ideas about the tone of the game or particulars of the setting, you can end up with something that doesn't satisfy anyone. One of your tasks as GM is to recap events to clarify and reinforce the shared narrative.",
								"Shared narrative control also complicates planning ahead. The group might need to improvise an encounter, take a break while you (and maybe other players) prep to go in a new direction, or even revise their plans. It helps to limit yourself to creatures that you can quickly find stats for in a Bestiary volume or in the NPC Gallery of this book to avoid spending hours of work on creatures you won't use.",
								"Also, don't lose sight of your own enjoyment! You shouldn't sacrifice how much fun you have for others."
							]
						},
						{
							"type": "pf2-h2",
							"source": "GMG",
							"page": 32,
							"name": "Story Points",
							"entries": [
								"If you prefer, you can give players a number of Story Points at the start of each session (typically 2 or 3). They can cash these in to determine what happens next in the story. Having a currency like this means you can keep your steady hand on the tiller while allowing other players to interject when it's important to them. For most groups, a Story Point should allow the player to suggest a plot twist that can be resolved quickly, or to establish a relevant fact or NPC attitude. It can't determine the outcome of an entire scene or vastly alter the reality of the setting."
							]
						}
					]
				},
				{
					"type": "pf2-h1",
					"blue": true,
					"source": "GMG",
					"page": 33,
					"name": "Special Circumstances",
					"entries": [
						{
							"type": "pf2-h2",
							"source": "GMG",
							"page": 33,
							"name": "Pathfinder Society Organized Play",
							"entries": [
								"The Pathfinder Society Organized Play campaign is a thriving, worldwide organization of players and GMs.",
								"While most home campaigns provide long-running stories with a consistent group, Pathfinder Society provides adventures designed to be completed in a single game session, so that players can continue their characters' stories whenever and wherever works best for them. To allow this flexibility while maintaining a fair experience, the Pathfinder Society campaign handles some tasks that are normally in the GM's purview, such as selecting which rules options are available to PCs. Pathfinder Society GMs are expected to stay true to the adventure as it is written but are encouraged to allow players to apply creative solutions to the situations they face. For example, PCs may be able to use illusions, bribery, or social skills to bypass a challenge that is presented in the scenario as a combat encounter. You can decide for yourself which alternative solutions seem reasonable based on the context of the adventure, consulting the Difficulty Classes section on page 503 of the {@i Core Rulebook} to set appropriate DCs for challenges. For more about playing, running, and organizing games for Pathfinder Society Organized Play, visit {@b {@link PathfinderSociety.club|http://PathfinderSociety.club}}"
							]
						},
						{
							"type": "pf2-h2",
							"source": "GMG",
							"page": 33,
							"name": "Unusual Group Sizes",
							"entries": [
								"The standard group size for Pathfinder assumes four players and a GM. Page 489 of the {@i Core Rulebook} gives instructions for how to adjust for other group sizes, but additional changes may be helpful.",
								{
									"type": "pf2-h3",
									"source": "GMG",
									"page": 33,
									"name": "Small Groups",
									"entries": [
										"Small-group games focus more intently on the interests of the players and their characters, allowing for an experience that can be more customizable for each individual. However, they can also run into trouble when the PCs have gaps in their abilities. In many cases, the easiest way to adjust for a small group is to add additional characters. This could come in the form of allowing each player to play two characters or adding hirelings and support NPCs to the party to shore up roles that the PCs don't fill. When adding GM-controlled NPCs to the party, it's important to be sure that the PCs remain the stars of the show. In general, GM-controlled characters shouldn't make major decisions, and they shouldn't outshine PCs at their primary skills or roles (see page 9 for more information about GM-controlled NPCs). You can also use variant rules like {@variantrule dual-class PCs||dual-class characters}, {@variantrule free archetype||free archetypes}, or even just a few extra trained skills to help improve the PCs' overall flexibility.",
										"If you don't add additional characters to the party or modify the PCs, it's a good idea to tailor challenges and storylines to their abilities as well as player interest. For example, if you have two players, a rogue and a bard, a heist could be a good fit. In combats, carefully consider how the PCs will fare against each opponent. Some monsters are particularly likely to incapacitate a single PC; in small groups, use such creatures carefully and consider raising the encounter difficulty and XP awards beyond what a creature of that level is normally worth. Meanwhile, creatures that depend on affecting or damaging large numbers of PCs at once might be less effective."
									]
								},
								{
									"type": "pf2-h3",
									"source": "GMG",
									"page": 33,
									"name": "Large Groups",
									"entries": [
										"Large-group games bring together the creativity and enthusiasm of many players, and they lend themselves to combat at a grand scale. However, they also divide the GM's attention. Large groups also need to set ground rules for how many players need to be present for the game to run when some players are missing. Recaps at the beginning of each session are crucial to keep everyone on the same page. Delegation is one of your most powerful tools to keep the session running smoothly. For example, you can put the players in charge of recapping the events from the previous session, handling initiative, managing the party's treasury, looking up rules, or helping with accessories like props and music. (For information on even greater degrees of player delegation, check out page 32.) Also consider which tasks really need to be taken care of while everyone is there. For example, you could ask your players to handle selling items, deciding which common items they want to buy, and leveling up between sessions instead of at the table.",
										"Each additional player adds to the length of combat twice: once for their own turn, and once for the additional foes on the field. By encouraging players to pay attention to the battle when it isn't their turn and to plan their actions as their turn approaches, you can shorten each player's turn and keep the battle moving swiftly.",
										"Inevitably, there will be situations and circumstances that don't involve the whole group. In a sufficiently large group, splitting the party is not necessarily dangerous. If the party splits up for more than a short stint, you can call for separate sessions to determine what happens to the two halves of the group, allowing them to reunite and share their findings afterward. Whether or not the party splits, having more players means less active time for each character. Look for opportunities to highlight each PC by providing challenges that play to their strengths or tie in story elements to which they are particularly connected."
									]
								}
							]
						},
						{
							"type": "pf2-h2",
							"source": "GMG",
							"page": 34,
							"name": "Player Needs",
							"entries": [
								"Sometimes, making your game accessible and fun for everyone at the table requires making some adjustments to your typical GMing style or setup. The first step is open communication so you can learn what the players need, what accommodations would be {@condition helpful}, and what type of assistance players do and don't want to receive.",
								{
									"type": "pf2-h3",
									"source": "GMG",
									"page": 34,
									"name": "Sensory Differences",
									"entries": [
										"Players may have differences in the way that they process sensory information, as well as which senses they use. For players who are hard of hearing or who struggle to process large amounts of sensory information at once, selecting a quiet gaming venue and establishing ground rules about table talk (such as asking players not to interrupt each other) can make the game more accessible. Such players can also often benefit from handouts they can consult during the session. Keep in mind the way your players perceive the world when describing locations. For example, if you have a blind or visually impaired player at the table, instead of simply describing what a location looks like, describe how it sounds and smells, the temperature of the room, the feeling of the breeze, and other aspects of the scene that they can identify with."
									]
								},
								{
									"type": "pf2-h3",
									"source": "GMG",
									"page": 34,
									"name": "Attention Span",
									"entries": [
										"It's not uncommon for people to struggle to maintain their attention for hours on end, especially for young players. If keeping attention is an issue at your table, add breaks to the game. Whether you're just taking a break to stretch and chat or enjoying a full meal in the middle of the game, switching up the context helps players refresh their focus. Some players remain more engaged if they have something else to do while playing, such as doodling or pacing. Maintaining attention can be particularly challenging for some players when their character is not engaged, such as when the party splits or when they have just finished their turn in a large combat. You can allow players to engage in other activities during the session, such as texting, reading, or playing other games, and then draw them back into the game when their character is active."
									]
								}
							]
						}
					]
				},
				{
					"type": "pf2-h1",
					"blue": true,
					"source": "GMG",
					"page": 35,
					"name": "Rarity in Your Game",
					"entries": [
						"This section supplements the Using Rarity and Access sidebar on page 488 of the {@i Core Rulebook}",
						{
							"type": "pf2-h2",
							"source": "GMG",
							"page": 35,
							"name": "The Four Rarities",
							"entries": [
								"Let's first review the default usage for the four rarities in the game and how these already start to tell a story about your world.",
								{
									"type": "list",
									"items": [
										"{@b Common} elements are prevalent enough, at least among adventurers, that a player is assumed to be able to access them provided they meet the prerequisites (if any).",
										"{@b Uncommon} elements are difficult to access, but a PC can usually find them eventually with enough effort, potentially by choosing a specific character option or spending substantial downtime tracking them down.",
										"{@b Rare} elements are lost secrets, ancient magic, and other options that PCs can access only if you specifically make them available.",
										"{@b Unique} elements are one of a kind. You have full control over whether PCs can access them. Named NPCs are unique creatures, though that doesn't mean their base creature type is unique. For instance, an orc named Graytusk is unique, but that doesn't mean it would be any harder for a PC encountering her to tell she's an orc\u2014just to discern specific information about her."
									]
								}
							]
						},
						{
							"type": "pf2-h2",
							"source": "GMG",
							"page": 35,
							"name": "Different Contexts",
							"entries": [
								"Just because something is common or uncommon in one context doesn't necessarily mean it's the same in others. This is specifically true when comparing the commonality of a creature and an ancestry. For instance, while hobgoblins are a relatively common monster for adventurers to encounter and are a common creature, in most settings they are still far less prevalent than humans or elves and would be an uncommon ancestry.",
								"Because uncommon elements are available in certain circumstances, it often varies by locale, even within the same setting. For instance, a katana is uncommon in the {@i Core Rulebook} and in the Inner Sea region of Golarion, but in Asian fantasy\u2013inspired Tian Xia, a katana would be common and some western weapons might be uncommon. Similarly, in an elven kingdom, uncommon elven weapons like the elven curve blade might be common.",
								{
									"type": "pf2-h3",
									"source": "GMG",
									"page": 35,
									"name": "Access Entries",
									"entries": [
										"Uncommon elements sometimes have an Access entry in their stat block. A character who meets the specifications listed there has access to that option just like they would to a common option, even though it's uncommon. These entries include a statement such as \"follower of Shelyn,\" \"member of the Pathfinder Society,\" or \"from Absalom.\""
									]
								}
							]
						},
						{
							"type": "pf2-h2",
							"source": "GMG",
							"page": 35,
							"name": "Starting Elements",
							"entries": [
								"Elements like ancestries, backgrounds, classes, and heritages that a character must select at character creation can still be uncommon or rare. Obviously, there's no opportunity for the character to search for them during play, but these rarities still indicate the prevalence of adventurers with those elements in the world. You can decide to allow them on a case-by-case basis depending on the campaign and the story your group wants to tell. For instance, a game set in the lizardfolk empire of Droon might have lizardfolk (normally uncommon) as a common ancestry while the typical common ancestries are less common. An official player's guide for a Pathfinder Adventure Path might have uncommon backgrounds that you can access by playing the Adventure Path."
							]
						},
						{
							"type": "pf2-h2",
							"source": "GMG",
							"page": 35,
							"name": "Storytelling",
							"entries": [
								"You might craft a quest involving an uncommon or rare subject. For instance, players might encounter a door that requires a rare spell to open, and need to travel to an academy to learn it. If a player has their heart set on an option that's not common, look for ways to build a story in which their character acquires that option."
							]
						},
						{
							"type": "pf2-h2",
							"source": "GMG",
							"page": 35,
							"name": "Worldbuilding",
							"entries": [
								"With the rarities at your fingertips, you and your group can start building a unique world using rarity as a tool. Imagine a world where one or more of the core classes are rare.",
								"Maybe the gods rarely answer the call of the faithful and a PC cleric is one of the only clerics in the world. Perhaps sorcerers are rare and feared by wizards' guilds, which have a stranglehold on spell access. For a grittier feel, you could make abilities that can remove afflictions uncommon or rare. You could even create a low-magic setting where all magic and magic items are uncommon or rare.",
								"You can add, remove, or alter Access entries to fit your world. For instance, if in your world the goddess of death guards the secrets of resurrection, you might add an Access entry to {@i raise dead} and {@i resurrection} for characters who worship that goddess.",
								"These are just a few ideas to help get you started. The number of ways you can vary rarities to adjust your setting, story, and game are nearly unlimited."
							]
						}
					]
				},
				{
					"type": "pf2-h1",
					"blue": true,
					"source": "GMG",
					"page": 36,
					"name": "Campaign Structure",
					"entries": [
						"A campaign interweaves multiple stories: the events of each adventure, the personal triumphs and failures of each PC, and the stories of NPCs who appear throughout.",
						"That means a campaign can become more than the sum of its parts. When you start out, you'll likely have a core structure in mind for your campaign, but through play it can\u2014and should\u2014grow and evolve.",
						{
							"type": "pf2-h2",
							"source": "GMG",
							"page": 36,
							"name": "Basic Structures",
							"entries": [
								"When building your campaign, you can use these structures as a starting point. The Adventure Design section explains various styles of adventures on pages 41\u201343 that, after creating your basic campaign structure, can be used to inspire the creation of the adventures in your campaign.",
								{
									"type": "pf2-h3",
									"source": "GMG",
									"page": 36,
									"name": "One-Shot",
									"entries": [
										{
											"type": "text",
											"style": "pf2-stat pf2-stat__section--wide",
											"entries": [
												"An adventure lasting one session, a one-shot works well for a highly themed adventure using characters or concepts that are novel, but that players might not want to stick with long-term."
											]
										},
										{
											"type": "pf2-options",
											"style": "pf2-stat pf2-stat__section",
											"items": [
												{
													"name": "Adventures",
													"entries": [
														"1, typically a dungeon crawl, horror, intrigue, or mystery"
													]
												},
												{
													"name": "Top Level",
													"entries": [
														"1, but often starts at a higher level"
													]
												},
												{
													"name": "Time Frame",
													"entries": [
														"1 session."
													]
												}
											]
										}
									]
								},
								{
									"type": "pf2-h3",
									"source": "GMG",
									"page": 36,
									"name": "Brief Campaign",
									"entries": [
										{
											"type": "text",
											"style": "pf2-stat pf2-stat__section--wide",
											"entries": [
												"This structure is meant for a brief, self-contained campaign. It can be ideal for introducing new players to Pathfinder, and can be extended to a longer campaign if the group wishes."
											]
										},
										{
											"type": "pf2-options",
											"style": "pf2-stat pf2-stat__section",
											"items": [
												{
													"name": "Adventures",
													"entries": [
														"2, typically one dungeon crawl followed by one high adventure; this format also works well for horror adventures"
													]
												},
												{
													"name": "Top Level",
													"entries": [
														"4\u20135"
													]
												},
												{
													"name": "Time Frame",
													"entries": [
														"3 months weekly, 6 months biweekly."
													]
												}
											]
										}
									]
								},
								{
									"type": "pf2-h3",
									"source": "GMG",
									"page": 36,
									"name": "Extended Campaign",
									"entries": [
										{
											"type": "text",
											"style": "pf2-stat pf2-stat__section--wide",
											"entries": [
												"An extended campaign works well for a dedicated group that might want to switch to a new campaign or a different game after a year or so. It allows for significant character and plot development but doesn't reach the higher levels of the game."
											]
										},
										{
											"type": "pf2-options",
											"style": "pf2-stat pf2-stat__section",
											"items": [
												{
													"name": "Adventures",
													"entries": [
														"5, typically with multiple adventures fitting the main theme of the campaign (such as high adventure or gritty adventure), with other adventure styles for variety."
													]
												},
												{
													"name": "Top Level",
													"entries": [
														"11\u201313"
													]
												},
												{
													"name": "Time Frame",
													"entries": [
														"1 year weekly, 1-1/2 years biweekly."
													]
												}
											]
										}
									]
								},
								{
									"type": "pf2-h3",
									"source": "GMG",
									"page": 36,
									"name": "Epic Campaign",
									"entries": [
										{
											"type": "text",
											"style": "pf2-stat pf2-stat__section--wide",
											"entries": [
												"An ambitious and complex game, the epic campaign takes PCs all the way to level 20, pitting them against the greatest threats in the world and beyond. This can be challenging in terms of time commitment and complexity, but it lets PCs develop into true legends, and the players will likely remember it for years."
											]
										},
										{
											"type": "pf2-options",
											"style": "pf2-stat pf2-stat__section",
											"items": [
												{
													"name": "Adventures",
													"entries": [
														"6 long adventures, typically starting with high adventure or a dungeon crawl and including military adventure, planar adventure, and romantic adventure"
													]
												},
												{
													"name": "Top Level",
													"entries": [
														"20"
													]
												},
												{
													"name": "Time Frame",
													"entries": [
														"1-1/2 years weekly, 3 years biweekly."
													]
												}
											]
										}
									]
								}
							]
						},
						{
							"type": "pf2-h2",
							"source": "GMG",
							"page": 36,
							"name": "Linking Adventures",
							"entries": [
								"In a campaign that includes multiple adventures, a smooth transition from one adventure to the next ties the story together. You might use NPCs who could appear in both adventures, a treasure or clue found in one adventure that becomes important in a later one, or even fallout from one adventure that causes the next adventure to take place. Related locations can help, too. Adventures that take place in neighboring regions, or both in the same region, have an inherent link. If they take place in two different places, you'll need a reason the PCs should travel between the two, and you can use this journey as a short, interstitial adventure.",
								{
									"type": "pf2-h3",
									"source": "GMG",
									"page": 36,
									"name": "Adventure Themes",
									"entries": [
										"Consider how each adventure's theme plays into the campaign as a whole. You might want to keep similar or recurring themes, especially if each adventure is part of one overarching storyline. On the other hand, this can feel repetitive, and some groups prefer variety and seeing their characters play off of different situations. To convey shifting themes, you can show established parts of the world changing to reflect the new theme. For instance, if you're switching from an adventure about subjugation to one of mayhem, the PCs could take down a villain who wants to enslave the populace, but then face opportunistic brigands who loot and pillage once order breaks down."
									]
								}
							]
						},
						{
							"type": "pf2-h2",
							"source": "GMG",
							"page": 36,
							"name": "Player Goals",
							"entries": [
								"Ask what you and the other players enjoy and would like to see in the game. You can use these ideas as touchstones to build off of. When you get into the campaign itself, the PCs' goals come to the forefront. Find out what each character wants to achieve and look for opportunities you can place in the game world and adventures. Consider which part of the game most closely ties to each goal. A PC who wants to build an institution will need money and interpersonal connections, so you can use treasure and NPC interactions to give them the resources they need. For a character whose purpose is to help people in danger, build some encounters that include people who need to be rescued.",
								"Look for good times to recap the state of a character's goals and remind the player how their character has progressed, particularly when something changes in relation to their goals. The Long-Term Goals section on page 22 gives you more details on how you can use goals in downtime."
							]
						},
						{
							"type": "pf2-h2",
							"source": "GMG",
							"page": 37,
							"name": "Changing the World",
							"entries": [
								"As the group moves through the campaign, the events of their adventures and downtime should change the world around them. Show this through the responses the characters get from other people, the scenery they see around them, and their environment. You might be able to anticipate some changes, but most will come up in play and require you to make adjustments later on.",
								{
									"type": "pf2-h3",
									"source": "GMG",
									"page": 37,
									"name": "Power Level",
									"entries": [
										"As the game progresses, the power level of the PCs and their foes increases. Going up in level brings new, stronger abilities into the game, and likewise adventures bring in new monsters with commensurate capabilities.",
										"Higher-level adventures should present new challenges appropriate to the PCs' abilities, such as areas that can be accessed with flight at 7th level or higher. Beyond just the rules, PCs should compel different reactions from the people they meet, as their reputation spreads and they exhibit abilities beyond what most people have ever seen."
									]
								}
							]
						},
						{
							"type": "pf2-h2",
							"source": "GMG",
							"page": 37,
							"name": "Recurring Villains",
							"entries": [
								"Consider including villains who can appear multiple times over the course of several adventures. They don't necessarily need to be masterminds. Imagine an unscrupulous mercenary who works for major villain after major villain. When you create a recurring villain, it's best not to make them too integral to the story, since the PCs might take them down earlier than you expect! Have some contingency plans in place.",
								"The advice about Portraying NPCs on page 9 applies especially to these recurring villains. As they reappear throughout the campaign, they should change in some of the same ways PCs do. Think about how previous run-ins with the PCs have shaped the recurring villain's emotions and plans. Which PC do they have the biggest grudge against and why? Do they bear scars from previous battles? Have they developed a countermeasure against a PC's spells or tactics?",
								{
									"type": "pf2-h3",
									"source": "GMG",
									"page": 37,
									"name": "Villain Goals",
									"entries": [
										"Just as PCs have goals, so do your villains. A recurring villain might have a vision for what the world should be and a step-by-step plan to get there. A plan gives you a clear way to progress the plot, and an underlying goal guides you in deciding what the NPC does if their plan goes awry. It can be especially {@condition helpful} to contrast the villain's goals with those of the PCs. If a PC wants to establish a trade network, maybe a villain plans to get rich robbing caravans or merchant ships. If a PC plans to found churches to a deity, a villain could worship one of that god's adversaries. Just like with PCs' goals, show how the villain's goal has impacted the world, even in small ways. Try to find ways the villain can make a difference even if the PCs are successful against them. A villain will look ineffective if the PCs foil every single plot or plan. For instance, the villain might turn a memorable NPC to their cause, set an institution ablaze, or invade a village. All of these outcomes can have memorable, long-lasting effects even if the villain's ultimate plan fails."
									]
								}
							]
						},
						{
							"type": "pf2-h2",
							"source": "GMG",
							"page": 38,
							"name": "Rewards",
							"entries": [
								"The {@i Core Rulebook} explains (on page 507) three types of concrete rewards covered by the rules: Hero Points, Experience Points, and treasure. Experience Points and treasure are the bedrock of progress in a campaign, since attaining a higher level and acquiring magic items let PCs take on more challenging adventures.",
								{
									"type": "pf2-h3",
									"source": "GMG",
									"page": 38,
									"name": "Experience Points",
									"entries": [
										"In a standard game, Experience Points come from encounters of low threat or higher, and from accomplishments. Try to be consistent about what is worth accomplishment XP and what isn't, and give out at least some accomplishment XP every session. If two PCs pull off the same magnitude of task, they should get an equal amount of accomplishment XP. That doesn't mean you should allow XP \"farming,\" however. Part of the assumption of accomplishment XP is that the accomplishment is novel and the result of something challenging. If someone got accomplishment XP for snatching a dragon's egg from a lair, someone collecting another egg wouldn't necessarily get accomplishment XP.",
										"You might find that accomplishment XP doesn't work well for your game, especially if you're running a dungeon crawl or other game with less interaction with NPCs or fewer quests. In this case, you can remove accomplishment XP and use fast advancement speed (800 XP to level up) to move at the standard advancement speed."
									]
								},
								{
									"type": "pf2-h3",
									"source": "GMG",
									"page": 38,
									"name": "Treasure",
									"entries": [
										"The game's math is based on PCs looking to find, buy, or craft items that are the same level as them\u2014this includes weapons and armor with fundamental runes, and items that help with the PC's favorite skills or tactics. A PC who gets the item at that level will typically be ahead of the monsters, hazards, and skill DCs briefly, before their challenges start to catch back up. The guidelines for awarding treasure, meanwhile, have you give the party items 1 level higher than the PCs. This means the items found on adventures are more powerful than those a PC could make (which are capped at the PC's level). The treasure assignment is measured across a level instead of per encounter because some encounters won't have treasure, some will have extra treasure, and some treasure hoards or rewards might be found outside encounters entirely. If your campaign structure works better by giving out treasure for individual encounters\u2014such as some dungeon crawls or sandbox games\u2014see Treasure by Encounter on page 51. As you choose treasure, look at the flow of treasure in the campaign, and see which PCs are ahead and which are behind. It's usually best to mix \"core items,\" treasure linked to a PC's main abilities, with treasure that has unusual, less broadly applicable powers. For instance, a champion might not purchase {@i plate armor of the deep}, but they will likely wear it if they find it. These items should always be useful\u2014a party without a primal spellcaster won't have much use for an {@i animal staff}. The number of core items to give out depends partly on how much the campaign allows for crafting and buying items.",
										{
											"type": "list",
											"items": [
												"If there are few limits on buying items and there's plenty of time to craft, make about half the permanent items you give out core items. The PCs have plenty of ways to obtain the items they want.",
												"If purchasing items and obtaining formulas is somewhat difficult, make about three-fourths of the permanent items core items. If a PC really wants an item, they might have to do extra work to get it.",
												"If there are no magic item shops or other ways to purchase items and formulas, make all the permanent items core items. In this case, it might work better for your game to use Automatic Bonus Progression (page 196) to eliminate the need for core items."
											]
										},
										{
											"type": "pf2-h4",
											"source": "GMG",
											"page": 38,
											"name": "Selling Items",
											"entries": [
												"The PCs' ability to sell items plays a big part in their ability to equip themselves how they want. It's expected that a Pathfinder campaign strives for some amount of verisimilitude\u2014that PCs can't find a buyer for every item, especially if they're selling multiple copies of the same thing. Players should not have the expectation that they can sell whatever they want whenever they want. They might be unable to sell items that wouldn't be in demand, have to take a lower percentage, or have trouble selling items in places without massive wealth.",
												"If you don't want to deal with that level of detail, you can choose to make selling items more abstract, allowing the PCs to sell anything for half Price essentially at any time.",
												"Since this makes it far easier for PCs to outfit themselves how they want, they might be more powerful."
											]
										}
									]
								}
							]
						},
						{
							"type": "pf2-h2",
							"source": "GMG",
							"page": 39,
							"name": "Starting the Campaign",
							"entries": [
								"Before your first session begins, communicate back and forth with the players about the following details to make sure you've planned your campaign to fit their preferences, then recap and communicate your final decisions.",
								{
									"type": "list",
									"items": [
										"Establish the expected schedule and generally how long you expect the campaign to last. It's okay if you don't know the total length for sure, but you should still give an estimate.",
										"Inform the players when and where the first session will take place, what they should prepare in advance, and what materials to bring. If you're running a session zero to create characters first (page 7), let them know. You might also need to tell them whether to bring food, drinks, and other supplies beyond what they'll use for the game itself.",
										"Let the players know any restrictions or extra options for character building. Even if you plan to run a session zero, give them a heads-up before the session starts.",
										"Tell the players where in the game world the first session will take place.",
										"Give the players a basic idea of the genre or theme."
									]
								},
								{
									"type": "pf2-h3",
									"source": "GMG",
									"page": 39,
									"name": "At the First Session",
									"entries": [
										"If you're running a session zero, read the Session Zero section on page 7 for advice on your first session. For the first time you play through an adventure, follow these bits of advice.",
										{
											"type": "list",
											"items": [
												"Recap the basics of the campaign you established earlier, particularly where it starts and any themes you feel will be important for the players to understand as they roleplay.",
												"Have the players introduce their characters. If they have detailed backstories, it's usually best that they start out just describing what the other PCs could learn with first impressions. If they want to go deeper into their backstory during play, they can do so later.",
												"Ask questions about the characters. Note down anything you think will be significant, so you can adjust your plans for later sessions. You'll want to keep doing this throughout play.",
												"Begin the adventure, using the Starting a Session steps on page 490 of the {@i Core Rulebook}. For your first adventure, find a good place for the PCs to meet and a reason for them to be together."
											]
										}
									]
								},
								{
									"type": "pf2-h3",
									"source": "GMG",
									"page": 39,
									"name": "Starting at a Higher Level",
									"entries": [
										"A typical campaign starts at 1st level, but you can start at a higher level if you choose. This can be especially satisfying for a one-shot or short campaign, or if your group wants to play a specific adventure made for higher-level groups. The PCs should start at the same level. They simply make a 1st-level character, then level it up the number of times needed to reach the starting level.",
										"The {@table Character Wealth|CRB} table indicates how much currency and what common items of various levels the character should start with. Let the players choose their own items and spend their currency on common items as well if they choose. This table gives them fewer items than they might have had if they had gained items through adventuring, balancing the fact that they can choose what items they want."
									],
									"data": {
										"quickref": 5
									}
								}
							]
						},
						{
							"type": "pf2-h2",
							"source": "GMG",
							"page": 39,
							"name": "Ending the Campaign",
							"entries": [
								"A campaign might have a well-planned, emotionally resonant ending that executes perfectly, or the group might die in a ridiculous fashion at the worst time possible. It's important that the ending follow the story, wherever it has gone, even if it doesn't match the idea you had in your head at the start. Check in with your group, especially when you're getting close to the end of each adventure, to see how long they want the campaign to go on. Check in with yourself, too, and express your opinion to the other players. Ideally, you know at least a session in advance that the end is coming, allowing you to prepare for a thrilling conclusion. You might plan for the final session's gameplay to be a bit shorter\u2014possibly just one big showdown\u2014to allow time for an epilogue and for the group to reminisce and decompress at the end.",
								"An epilogue can make the end of a campaign more fulfilling. First, let the group finish out their roleplaying in the final moments of the adventure until they're content. Then tell the group the results of what they accomplished in broad terms, with concrete details of what happens to certain places or allied NPCs. Ask the players what their characters do after the adventure. You might want to narrate a few short scenes, such as a PC tracking down an escaped villain and bringing them to justice. When your epilogue is done, thank everyone for playing. If the campaign ended in success for the PCs, give yourselves a round of applause. A victorious ending warrants celebration!",
								{
									"type": "pf2-h3",
									"source": "GMG",
									"page": 39,
									"name": "Dealing with Failure",
									"entries": [
										"If a campaign ends prematurely, get a sense from the players of whether they want to continue. The advice on Total Party Kills on page 30 should be {@condition helpful}. If the campaign ended in a stranger way than a total party kill\u2014say, a PC handing over the powerful relic the villain needed to complete a master plan\u2014you can still look for ways the campaign might continue. Maybe the PCs struggle to survive in the world after the calamity, or maybe they have just enough time they might still be able to stop the plan."
									]
								},
								{
									"type": "pf2-h3",
									"source": "GMG",
									"page": 39,
									"name": "The Next Campaign",
									"entries": [
										"If the group plays another campaign in the same world that takes place after your previous campaign, think through the repercussions of the last campaign and change the world as needed. You might introduce new elements into the world that call back to the previous campaign: newly powerful factions, new settlements, or new options for player characters such as backgrounds, all based on the impact the previous PCs made on the world."
									]
								}
							]
						}
					]
				},
				{
					"type": "pf2-h1",
					"blue": true,
					"source": "GMG",
					"page": 40,
					"name": "Adventure Design",
					"entries": [
						"Creating an adventure for your players can be one of the most fulfilling parts of being a GM. Get started with the basic tips on adventure building on page 487 of the {@i Core Rulebook}, then flesh out your adventure using the following adventure recipes to quickly outline an adventure based on your chosen theme. Reading other adventures is a great way to get ideas, whether they're published adventures or ones your friends have written. You can borrow ideas and structures if they work for your game, and tweak as needed.",
						{
							"type": "pf2-h2",
							"source": "GMG",
							"page": 40,
							"name": "Player Motivations",
							"entries": [
								"One of your most important and rewarding tasks is getting to know your players and what makes them tick, then implementing plot hooks that speak to their motivations.",
								"If your players all like similar things (maybe they all like epic storylines, or all prefer tactical combat), your job will be a bit easier. But for most groups there's a mix, and you'll want to put in a detailed NPC who appeals to one player's love of social scenes, a powerful villain to engage a player who loves stories of winning against overwhelming odds, and exotic animals that attract a player who's into having animal friends. If you're not sure what your players enjoy, ask them in advance what they'd like to see in the game! Considering player motivations doesn't mean assuming you know what the players or their characters will do! It can be risky to expect PCs to react in certain ways or take certain paths. Knowing their motivations gives you a way to put in elements you expect will appeal to your players, but their decisions will still take the adventure in unexpected directions. The important thing is getting the players engaged, not predicting the future."
							]
						},
						{
							"type": "pf2-h2",
							"source": "GMG",
							"page": 40,
							"name": "Keeping It Varied",
							"entries": [
								"You can give players variety through the types of challenges the group faces (combat, social, problem-solving, and so on), the locations they explore, the NPCs they meet, the monsters they face, and the treasure they acquire. Even if you're building an enclosed dungeon, you don't want to place a combat in every room, or exploration will quickly become stale.",
								"Think in terms of sessions. If your group gets through five scenes per session, how do you make one game session feel different from another? Maybe two of the scenes in each are fairly basic combat encounters, but if you make the other scenes significantly different, or even if you set the encounters in different environments, the sessions won't feel repetitive. Also think about the tools used to solve each situation. Maybe one requires complex negotiations, another brute force, and a third sneaking about. Aim to give everybody something compelling, and ideally targeted at their motivations. This translates to mechanical details, too. Inching across a balance beam requires different skills than rebuilding a {@condition broken} key."
							]
						},
						{
							"type": "pf2-h2",
							"source": "GMG",
							"page": 40,
							"name": "Theme and Feeling",
							"entries": [
								"Think about the emotional and thematic touchstones you want to hit during play. Good games elicit strong emotions, and planning for them can give an emotional arc to an adventure in addition to the narrative arc. Consider what you want players to feel as they play. Is it triumph? Dread? Sadness? Optimism? None of these will be the {@i only} emotions to come out, but they will inform how you build the settings and NPCs. Adventure Recipes (below) gives steps to effectively implement theme and feeling."
							]
						},
						{
							"type": "pf2-h2",
							"source": "GMG",
							"page": 40,
							"name": "Adventure Recipes",
							"entries": [
								"These procedures help you build an adventure skeleton or outline. You'll then go through and flesh out the details of the adventure, including adversaries and locations. As you play, you'll keep adjusting to fit the events of the game. Anything you haven't already introduced can be changed as needed. Just like with any recipe, you're meant to adjust the details to fit your group's preferences. You might stray far from your starting point, and that's OK! These recipes use six steps. You might want to look ahead to your future steps and make choices out of order based on what's most important for you to convey. The catch-all term \"opposition\" refers to the various adversaries and obstacles the PCs will face. The opposition should be thematically consistent, but not necessarily monolithic. It might contain multiple individuals or groups, who might not get along with one another.",
								{
									"type": "list",
									"items": [
										"{@b Styles (page 41):} The overall vibe of your game, such as a gritty game, dungeon crawl, or high adventure. These frameworks offer guidelines for the number of sessions and types of encounters that work best.",
										"{@b Threats (page 43):} Thematic dangers to incorporate into your game, and ways to evoke them as you play. The style and threat are the core parts of your recipe.",
										"{@b Motivations (page 44):} Determine more specifically what the opposition's goals and motivations are.",
										"{@b Story Arcs (page 44):} This section gives you guidance on how to construct story arcs that will play out over your adventure and maybe beyond.",
										"{@b NPCs and Organizations (page 45):} The characters and factions you include should fit the theme.",
										"{@b Mechanics (page 45):} Your last step is adding in the individual creatures, hazards, treasure, and so on."
									]
								},
								{
									"type": "pf2-h3",
									"source": "GMG",
									"page": 41,
									"name": "Styles",
									"entries": [
										"These frameworks for building your adventure include some basic elements to get you started outlining an adventure. Slot ideas from the threats section (page 43) into this structure, then customize as you see fit.",
										{
											"type": "pf2-h4",
											"source": "GMG",
											"page": 41,
											"name": "Dungeon Crawl",
											"entries": [
												{
													"type": "pf2-options",
													"style": "pf2-stat pf2-stat__section",
													"skipSort": true,
													"items": [
														{
															"name": "Number of Sessions",
															"entries": [
																"3\u20134"
															]
														},
														{
															"name": "Exploration Scenes",
															"entries": [
																"1 long voyage to reach the dungeon; 3 voyages through long, trapped hallways or mazes; 1 secure cave or other staging area; 2 secret passages or rooms"
															]
														},
														{
															"name": "Combat Encounters",
															"entries": [
																"2 trivial, 4 low, 6 moderate, 6 severe. Many encounters can be bypassed through secret routes."
															]
														},
														{
															"name": "Roleplaying Encounters",
															"entries": [
																"4 conversations with dungeon creatures; 1 negotiation to establish a truce"
															]
														},
														{
															"name": "Encounter Tropes",
															"entries": [
																"Cramped quarters, short lines of sight, and poor lighting conditions, with occasional vaulted chambers and flooded crypts. Traps and puzzles."
															]
														}
													]
												}
											]
										},
										{
											"type": "pf2-h4",
											"source": "GMG",
											"page": 41,
											"name": "Gritty Adventure",
											"entries": [
												{
													"type": "pf2-options",
													"style": "pf2-stat pf2-stat__section",
													"skipSort": true,
													"items": [
														{
															"name": "Number of Sessions",
															"entries": [
																"5\u20137"
															]
														},
														{
															"name": "Exploration Scenes",
															"entries": [
																"1 long voyage, plagued by attacks; 2\u20133 voyages through urban environments; 1 prison break, heist, or other test of skill"
															]
														},
														{
															"name": "Combat Encounters",
															"entries": [
																"2 trivial, 4 low, 7 moderate, 8 severe; possibly 1 extreme. Foes are often other humanoids."
															]
														},
														{
															"name": "Roleplaying Encounters",
															"entries": [
																"2 battles of wits, 2 chances to bypass opponents with deception or threats, 2 opportunities to gather information and rumors"
															]
														},
														{
															"name": "Encounter Tropes",
															"entries": [
																"Stakes are often more personal, such as the PCs clearing their names from a false accusation or being paid to eliminate a problem. Betrayal, ambushes, and other duplicity. Town fires, weather conditions, unfriendly crowds. The {@i {@link Pathfinder Critical Hit Deck|https://paizo.com/products/btq024tn?Pathfinder-Critical-Hit-Deck}} is particularly appropriate."
															]
														}
													]
												}
											]
										},
										{
											"type": "pf2-h4",
											"source": "GMG",
											"page": 41,
											"name": "High Adventure",
											"entries": [
												{
													"type": "pf2-options",
													"style": "pf2-stat pf2-stat__section",
													"skipSort": true,
													"items": [
														{
															"name": "Number of Sessions",
															"entries": [
																"6\u20138"
															]
														},
														{
															"name": "Exploration Scenes",
															"entries": [
																"2 long voyages, often by sea or air, punctuated with combat; 1 trapped dungeon, tournament, or other test of skill"
															]
														},
														{
															"name": "Combat Encounters",
															"entries": [
																"16 moderate, 8 severe. Avoid low- and trivial-threat battles."
															]
														},
														{
															"name": "Roleplaying Encounters",
															"entries": [
																"2 battles of wits; 4 conversations with bizarre creatures"
															]
														},
														{
															"name": "Encounter Tropes",
															"entries": [
																"Unique environments and terrain for dynamic battles. Swinging from balconies on curtains, fighting atop high wires, racing chariots, and so on. Use {@quickref difficult terrain||3|terrain} sparingly, coupled with creative ways to get around it. Large groups of low-level troops the PCs can defeat with ease."
															]
														}
													]
												}
											]
										},
										{
											"type": "pf2-h4",
											"source": "GMG",
											"page": 41,
											"name": "Horror",
											"entries": [
												{
													"type": "pf2-options",
													"style": "pf2-stat pf2-stat__section",
													"skipSort": true,
													"items": [
														{
															"name": "Number of Sessions",
															"entries": [
																"1\u20132"
															]
														},
														{
															"name": "Exploration Scenes",
															"entries": [
																"1 short voyage on foot; 2\u20134 creepy areas to investigate, like haunted mansions or dark forests"
															]
														},
														{
															"name": "Combat Encounters",
															"entries": [
																"2 moderate, 1 severe, possibly 1 extreme. Avoid trivial- and low-threat encounters, except as moments of relief in a longer adventure. Extreme-threat encounters against overwhelming foes are excellent in horror one-shots."
															]
														},
														{
															"name": "Roleplaying Encounters",
															"entries": [
																"2 battles of wits; 4 conversations with bizarre creatures"
															]
														},
														{
															"name": "Encounter Tropes",
															"entries": [
																"Surprising and jarring encounters, making it hard for the PCs to feel safe. Encounters that feel overwhelming, even when they're not. Retreat is often the right option (include a reasonable way for the PCs to escape)"
															]
														}
													]
												}
											]
										},
										{
											"type": "pf2-h4",
											"source": "GMG",
											"page": 41,
											"name": "Intrigue",
											"entries": [
												{
													"type": "pf2-options",
													"style": "pf2-stat pf2-stat__section",
													"skipSort": true,
													"items": [
														{
															"name": "Number of Sessions",
															"entries": [
																"2\u20133"
															]
														},
														{
															"name": "Exploration Scenes",
															"entries": [
																"1 long voyage, often by land or sea; 3\u20134 competitions, performances, or other test of skill; 1\u20132 infiltrations or escapes"
															]
														},
														{
															"name": "Combat Encounters",
															"entries": [
																"2 trivial, 2 low, 4 moderate, 1 severe. Severethreat encounters should be reserved for major reveals of the ongoing intrigue\u2014an ally is revealed to be a foe, a schemer is exposed and must call on his guard, and so on."
															]
														},
														{
															"name": "Roleplaying Encounters",
															"entries": [
																"2\u20133 battles of wits; 2 political or courtroom scenes; 1 conversation with a cryptic source; 2 opportunities to gather information and rumors"
															]
														},
														{
															"name": "Encounter Tropes",
															"entries": [
																"Urban environments, including fights atop runaway carriages, around (and atop) banquet tables, and running over rooftops. Ambushes in apparently safe social settings. Assassination attempts."
															]
														}
													]
												}
											]
										},
										{
											"type": "pf2-h4",
											"source": "GMG",
											"page": 42,
											"name": "Military Adventure",
											"entries": [
												{
													"type": "pf2-options",
													"style": "pf2-stat pf2-stat__section",
													"skipSort": true,
													"items": [
														{
															"name": "Number of Sessions",
															"entries": [
																"2\u20133"
															]
														},
														{
															"name": "Exploration Scenes",
															"entries": [
																"1 long march and 2\u20133 short marches, or a tour of the defenses for a siege; 2\u20133 trapped enemy campsites and secret spy redoubts"
															]
														},
														{
															"name": "Combat Encounters",
															"entries": [
																"4 low, 4 moderate, 1 severe. Most combat encounters should be made up of 2\u20134 foes, typically humanoid soldiers with a range of capabilities."
															]
														},
														{
															"name": "Roleplaying Encounters",
															"entries": [
																"1\u20132 skill challenges to convince neutral parties to become allies or raise troops' morale"
															]
														},
														{
															"name": "Encounter Tropes",
															"entries": [
																"Fortified battlegrounds, with moats, walls, defensive towers, and siege weapons. Victory conditions that are goal or deadline oriented\u2014holding a gate for 10 minutes while reserves rush to defend it, setting fire to an enemy catapult, rescuing prisoners, and so on."
															]
														}
													]
												}
											]
										},
										{
											"type": "pf2-h4",
											"source": "GMG",
											"page": 42,
											"name": "Mystery",
											"entries": [
												{
													"type": "pf2-options",
													"style": "pf2-stat pf2-stat__section",
													"skipSort": true,
													"items": [
														{
															"name": "Number of Sessions",
															"entries": [
																"2\u20133"
															]
														},
														{
															"name": "Exploration Scenes",
															"entries": [
																"2\u20133 trapped rooms, concealed hideouts, or other tests of skill; 2 puzzles or investigations"
															]
														},
														{
															"name": "Combat Encounters",
															"entries": [
																"2 trivial, 4 low, 6 moderate, 6 severe. Solving the mystery uncovers an advantage over the most powerful foe."
															]
														},
														{
															"name": "Roleplaying Encounters",
															"entries": [
																"1 battles of wits, 1 conversation with a bizarre creature, 1 opportunity to gather information and rumors, 1 gathering to reveal the answer to the mystery"
															]
														},
														{
															"name": "Encounter Tropes",
															"entries": [
																"Encounters come naturally during investigations or upon discovering some element of the mystery. Multiple clues can send PCs to the same locations; if the mystery stalls, some creature that doesn't want the PCs to solve the mystery can attack to move the plot forward."
															]
														}
													]
												}
											]
										},
										{
											"type": "pf2-h4",
											"source": "GMG",
											"page": 42,
											"name": "Planar Adventure",
											"entries": [
												{
													"type": "pf2-options",
													"style": "pf2-stat pf2-stat__section",
													"skipSort": true,
													"items": [
														{
															"name": "Number of Sessions",
															"entries": [
																"6\u20138"
															]
														},
														{
															"name": "Exploration Scenes",
															"entries": [
																"3\u20134 long voyages through different planes, often by {@spell gate}, spells, or planar vessel, punctuated by combat; 1\u20132 scouting a demiplane, planar city or fortress, or other planar stronghold"
															]
														},
														{
															"name": "Combat Encounters",
															"entries": [
																"12 moderate, 12 severe. Avoid trivial- and low-threat encounters, except as set dressing to introduce a new plane."
															]
														},
														{
															"name": "Roleplaying Encounters",
															"entries": [
																"6 conversations with bizarre creatures, including some with alien ways of thinking; 2 opportunities to gather information and rumors"
															]
														},
														{
															"name": "Encounter Tropes",
															"entries": [
																"Fights showcasing otherworldly environs\u2014on the sides of glaciers, in limitless oceans, on chunks of rock floating along rivers of lava, atop bottomless pits, or on the chains of 100-foot-tall gates."
															]
														}
													]
												}
											]
										},
										{
											"type": "pf2-h4",
											"source": "GMG",
											"page": 42,
											"name": "Romantic Adventure",
											"entries": [
												{
													"type": "pf2-options",
													"style": "pf2-stat pf2-stat__section",
													"skipSort": true,
													"items": [
														{
															"name": "Number of Sessions",
															"entries": [
																"4\u20136"
															]
														},
														{
															"name": "Exploration Scenes",
															"entries": [
																"1 tour of a kingdom or other central locale; 1 adventure into the wilds on a hunting trip or bandit hunt; 1 tournament to prove a PC's love or worth"
															]
														},
														{
															"name": "Combat Encounters",
															"entries": [
																"3 low, 6 moderate, 3 severe. Emphasize emotional stakes and battles that end with the loss of honor or pride, not life."
															]
														},
														{
															"name": "Roleplaying Encounters",
															"entries": [
																"2 battles of wits, 1 grand ball, 1 entreaty before a ruler, 2 scenes of relaxation or carousing with unexpected import"
															]
														},
														{
															"name": "Encounter Tropes",
															"entries": [
																"Duels\u2014social or combat\u2014against romantic rivals. PCs and their foes fight only for a purpose or cause. Savvy enemies have strong connections to the PCs"
															]
														}
													]
												}
											]
										}
									]
								},
								{
									"type": "pf2-brown-box",
									"source": "GMG",
									"page": 41,
									"name": "ADVENTURE PRESENTATION",
									"entries": [
										"When you're writing up your own adventure, you don't need to go into the same level of detail you'd see in a published adventure. You might be able to get by with just an outline, some bullet points for each NPC, a breakdown of encounters, and a few rough maps. Or maybe for your style of running games, you prefer to have some text written about each scene, or even particular lines of dialogue. If you're creating your first adventure, it can be good to write out a little more than you need. Just keep in mind that things might change in play. If you prepared more than you actually used, that's normal! Detailing NPCs or locations in particular can be useful, especially if they're going to appear again. But in many of these cases, you'll add details at the table and can jot down those notes for later.",
										{
											"type": "pf2-title",
											"name": "RUNNING YOUR OWN ADVENTURE"
										},
										"It's often easier to run an adventure you made yourself, but that's not true for everybody. If you notice as you run your adventure that your notes don't have enough for you to go on, you can be more thorough next time. And if something ended up inconsistent, there's nothing wrong with telling your players you want to revise something you previously said.",
										"Because this is your own creation, it's closer to your heart. If the adventure doesn't go well, it can sting. Sometimes this is because of random chance, sometimes due to unforeseen decisions, and occasionally because you made a mistake. Those are all normal parts of the game! One of the things you'll internalize the more you run games is that you're a part of the creative process and don't need to be perfect."
									]
								},
								{
									"type": "pf2-h3",
									"source": "GMG",
									"page": 43,
									"name": "Threats",
									"entries": [
										"Think of each type of threat as the deep, visceral danger the enemies represent. NPCs should be avatars of the threat, whether they're enemies who represent different aspects of the threat or allies and bystanders damaged by it. Each threat entry gives a brief description, followed by some bullet points you can use to guide you in expressing the consequences of the threat. This is followed by monsters that typify this theme. As always, you can come up with your own thematic threats too!",
										{
											"type": "pf2-h4",
											"source": "GMG",
											"page": 43,
											"name": "Corruption",
											"entries": [
												"The opposition wants to weaken or even change the motivation of a place, person, institution, ideal, or group.",
												{
													"type": "list",
													"items": [
														"Show the effects of corruption on people and places, especially those closely connected to the PCs. Once-safe areas become less {@condition friendly} and present threats, allies become unable to help or even turn against the PCs.",
														"Make enemies subtle; patient; and willing to allow rumors, lies, diseases, and poisons time to take effect. In battle, they may be satisfied to curse PCs and their allies or otherwise inflict long-term afflictions, then retreat.",
														"Contrast the corruption with education, healing, and working towards betterment.",
														"When the PCs make progress, allow them to expose agents of corruption, and inoculate allies and neutral parties against the growing threat or educate them about it."
													]
												},
												"{@b Foes} alghollthu, {@filter fiends|bestiary||creature type=fiend}, {@filter undead|bestiary||creature type=undead}."
											]
										},
										{
											"type": "pf2-h4",
											"source": "GMG",
											"page": 43,
											"name": "Devastation",
											"entries": [
												"The opposition wants to destroy or lay waste to a place, person, institution, ideal, or group.",
												{
													"type": "list",
													"items": [
														"Show the effects of destruction on people and places, especially those the PCs hold dear. Show them desperate, devoid of resources, and psychologically changed.",
														"Make enemies hard to reason with and overwhelming in number. In battle, they want not just to win, but to kill, maim, or devour.",
														"Contrast devastation with forces of preservation and order.",
														"When the PCs make progress, show the slow recovery from devastation."
													]
												},
												"{@b Foes} {@filter chromatic dragons|bestiary||creature type=dragon|alignment=CE;NE;LE}, {@filter demons|bestiary||creature=demon}, {@filter orcs|bestiary||creature=orc}."
											]
										},
										{
											"type": "pf2-h4",
											"source": "GMG",
											"page": 43,
											"name": "Extremism",
											"entries": [
												"The opposition seeks a massive change\u2014one they think is for the better. Their violent means of achieving it put them in conflict with the PCs.",
												{
													"type": "list",
													"items": [
														"Demonstrate the ruthlessness of the enemy, especially the discrepancy between their care for their cause and their ambivalence or hatred toward everything else.",
														"Have enemies focus purely on their goal. Have them fall back on their rhetoric or dogma to justify themselves.",
														"If something about the extremists' cause is just\u2014such as preserving the natural world or protecting their people\u2014reveal the foes' sympathetic side. Demonstrate the horror of what they're fighting against in addition to the horror of the way they fight it.",
														"When the PCs make progress, show uncertainty or demoralization in their foes, possibly even desertion."
													]
												},
												"{@b Foes} cultists, revolutionaries."
											]
										},
										{
											"type": "pf2-h4",
											"source": "GMG",
											"page": 44,
											"name": "Mayhem",
											"entries": [
												"The opposition is a force for mayhem, without any greater plan or long-term goal. It may be a mindless force of violence such as a {@condition wounded} beast, or a thinking foe that simply revels in causing chaos and damage.",
												{
													"type": "list",
													"items": [
														"Mayhem is easy to track and find, often leaving a trail of destruction in its path. Show how the senseless violence causes uncertainty and fear, disrupting both settlements and the natural order of things.",
														"A single powerful foe is a common source of mayhem, but a pack, herd, cult, or secret society could also be to blame. The source of the mayhem may be the result of the natural order being out of balance, or might be a distraction set off by a different foe looking to use it to further its own goals.",
														"Emphasize the cascading effects of unchecked mayhem. Normal trade, farming, migration, and similar systems are disrupted, causing problems far from the immediate location of violence and disruption.",
														"When the PCs make progress, show how resilient systems can recover from massive disruptions but may need additional help or protection."
													]
												},
												"{@b Foes} {@filter beasts|bestiary||creature type=beast}, {@filter dinosaurs|bestiary||creature=dinosaur}, {@filter drakes|bestiary||search=drake}, {@filter giants|bestiary||creature type=giant}."
											]
										},
										{
											"type": "pf2-h4",
											"source": "GMG",
											"page": 44,
											"name": "Subjugation",
											"entries": [
												"The opposition wants to rule over a group, location, or even the world. Their ultimate objective is to control and rule.",
												{
													"type": "list",
													"items": [
														"Show how groups submit to subjugation rather than suffer the consequences of resistance. The PCs see elements of culture destroyed to ensure subjugation\u2014are religions and churches destroyed, subverted, or replaced? Are lackeys put in place to keep oppressed populations in line?",
														"Make enemies self-righteous, focused, and in control of groups they have previously subjugated. Fights aren't just for the sake of violence, but steps towards greater control.",
														"Show opposition: open conflict, rebellion, secret groups, sabotage, and countercultural art. Give PCs the opportunity to support or participate in each.",
														"When the PCs make progress, have previously cowed or neutral parties be moved to rebel."
													]
												},
												"{@b Foes} {@filter chromatic dragons|bestiary||creature type=dragon|alignment=CE;NE;LE}, {@filter devils|bestiary||creature=devil}, {@filter hags|bestiary||creature=hag}, {@filter hobgoblins|bestiary||search=hobgoblin}, {@filter rakshasas|bestiary||creature=rakshasa}."
											]
										}
									]
								},
								{
									"type": "pf2-h3",
									"source": "GMG",
									"page": 44,
									"name": "Motivations",
									"entries": [
										"Think about your opposition, and what their goals and motivations are. The motivation of the opposition needs to match your threat. If you have multiple adversaries, their motivations should all work toward your theme, but they might have different goals and act more as rivals or enemies. Motivations should be more than one dimensional. There should be a reason for every action the opposition takes\u2014not necessarily a good one or a smart one, but a believable one. Be true to each character! Consider these questions so you can use the answers when deciding what the opposition will do.",
										{
											"type": "list",
											"items": [
												"What does the opposition want?",
												"Who or what does the opposition fear? (And no, \"the PCs\" isn't an answer.)",
												"Why is the opposition sure to succeed? If the PCs don't do anything, what makes the opposition unstoppable?",
												"What are the opposition's weaknesses? How can they be bribed or tricked? What's something they ignore that might be used against them?"
											]
										}
									]
								},
								{
									"type": "pf2-h3",
									"source": "GMG",
									"page": 44,
									"name": "Story Arcs",
									"entries": [
										"Keep several story arcs in mind. Most of these will be driven by the opposition in the early going, but PCs might initiate their own story arcs. Think of what the beginning, middle, and end of each arc might look like. Imagine a logical end point the arc would reach if nothing else changes. Then, adjust it based on events in the game. As changes occur, revisit the end point you've imagined. If the adversary's plan has been derailed, what might they do instead? Story arcs should reflect the theme of the adventure and be well-positioned to show off motivations. Many arcs will last only for the duration of one adventure, but others build up and recur across the whole campaign. Include some of each so you have variety. This also provides closure, as the players can see some storylines wrapped up in the short term and others over a long period. Too many dangling plot threads can result in some being forgotten or make players feel overloaded. Touchstones like the ones below make a story arc adaptable, not too restricted to specific scenes or characters.",
										{
											"type": "list",
											"items": [
												"{@b Use motifs.} Use repeated thematic elements, visuals, phrases, and items to reinforce the connection between one adventure or segment of the story and another. The motif can also build in complexity as you move further along in the overarching story.",
												"{@b Follow character growth.} Respond to how the PCs changed in previous adventures. Their next undertaking should reflect who they are now.",
												"{@b Escalate!} Build on the previous story and show that the next threat is scarier. The first adventure may endanger a village, the next a city, the next a whole nation, and so on.",
												"{@b Bring in recurring characters.} A recurring character is especially strong if they appear in similar circumstances each time. For instance, a merchant who travels the world might appear in the campaign only when she wants the PCs to undermine her rivals.",
												"{@b Make each adventure count.} While developing an arc, don't diminish individual adventures by making what happened in them inconsequential compared to the larger story. Illustrate the consequences of such adventures so the players feel a sense of accomplishment for completing one before they move onto the next. Each adventure needs some sort of denouement to show immediate and lingering effects of the PCs' victory or defeat."
											]
										}
									]
								},
								{
									"type": "pf2-brown-box",
									"source": "GMG",
									"page": 44,
									"name": "BUILDING A SANDBOX",
									"entries": [
										"In a \"sandbox\" game, you give the players a sizable location to explore and let them decide how to go about it. A sandbox doesn't have as many time-sensitive events as a directed adventure, and the flow of the game is driven more by the players than by the opposition. You can put self-contained dungeons or other locations within the sandbox, but it's up to the players when and how to visit them or deal with them.",
										"To make a sandbox, create about triple the number of encounters and spread them out among multiple locations or factions. You can expect the PCs won't deal with all of them. In most cases, you'll want to determine where the PCs are headed next before the end of a session so you can prepare for the next session. Depending on the size and complexity of the location, the number of encounters might be much higher. Treat each sub-area as a kind of mini-adventure, and only loosely sketch it until you know what the PCs' plans are."
									]
								},
								{
									"type": "pf2-h3",
									"source": "GMG",
									"page": 45,
									"name": "Npcs and Organizations",
									"entries": [
										"Allied, neutral, and adversarial NPCs and organizations can all contribute to the theme. You'll want most to follow the theme directly, like the examples in Threats on page 43. However, you can add a few counterpoints to the theme. For example, a horror game might include one or two NPCs who are more hopeful, either to grant respite from the dread or to kill off to show just how bad things are. Including NPCs who aren't adversaries makes the world feel more real. It also increases the stakes, as PCs have people to care about, protect, and socialize with. You'll often find that NPCs you create will become more or less important than you expected.",
										"You can \"demote\" an NPC if the players don't find them interesting or \"promote\" them if the PCs like them more than expected."
									]
								},
								{
									"type": "pf2-h3",
									"source": "GMG",
									"page": 45,
									"name": "Mechanics",
									"entries": [
										"Last of all, you'll fill out specific encounters, NPCs, treasure hoards, maps, and so on. For many games, you can save most of this work for between later sessions, spreading out your preparations over the course of the game. You can find more detail on these in the {@i Core Rulebook}:",
										{
											"type": "list",
											"items": [
												"Treasure guidelines (page 508)",
												"Accomplishment XP (page 507)",
												"Environments (page 512)",
												"Building Encounters (page 488)",
												"Hazards (page 522) You can also find more information on these in this book:",
												"Building your own creatures (page 56)",
												"Building your own hazards (page 74)",
												"Building encounters (page 46)"
											]
										}
									]
								}
							]
						}
					]
				},
				{
					"type": "pf2-h1",
					"source": "GMG",
					"page": 46,
					"name": "Encounter Design",
					"entries": [
						"Encounters play a fundamental part in roleplaying games, but it can be tricky to know where to start when building them. This section covers ways to expand on the basics provided on page 489 of the {@i Core Rulebook} to make your encounters an exciting and integral part of the plot.",
						"Encounter design goes hand in hand with location, map, and adventure design. You might set an adventure in a swamp and populate it with swamp creatures and environmental features. Or you might have a dungeon denizen in mind, and structure a section of your dungeon to fit that creature.",
						"When you're starting out, straightforward encounters of low or moderate threat can let you get your bearings. Then, you can increase complexity as you get more confident and as the PCs collect more tools to use against their foes. The more encounters you build, the more comfortable you'll get with your own personal style. You can always come back here to get more ideas or advice on executing a certain type of encounter.",
						{
							"type": "pf2-h2",
							"source": "GMG",
							"page": 46,
							"name": "Variety",
							"entries": [
								"Variety in encounters is essential to let players try new tactics and give different PCs chances to shine as they face foes with weak points they're uniquely suited to exploiting. Consider the following forms of encounter variety.",
								{
									"type": "list",
									"items": [
										"{@b Theme:} Look for ways to include varied creatures and locations. Even if the PCs delve into a dungeon inhabited by drow, they should encounter other creatures, too! All creatures should have a justification for fitting in, but no place needs to be uniform.",
										"{@b Difficulty:} A string of moderate-threat encounters can feel flat. Use low- and even trivial-threat encounters to give PCs chances to really dominate, and severethreat encounters for especially powerful enemies. Extreme-threat encounters should be used sparingly, for enemies who match the threat posed by the PCs and have a solid chance of beating them!",
										"{@b Complexity:} Use high complexity judiciously, saving it for important or memorable fights.",
										"{@b Encounter Composition:} The number of creatures per encounter and their levels should vary. Higher-level single enemies, squads of enemies, and large numbers of lackeys all feel different.",
										"{@b Setup:} Not all encounters should start and end the same way. PCs might sneak up on unprepared enemies, get ambushed by foes hunting them, enter into a formal duel, or find a diplomatic overture fails and turns into a fight. On the other side, enemies might all be taken out, retreat, beg for mercy, or even shift the encounter to a chase or other phase.",
										"{@b Information:} Uncertainty can increase the tension and sense of danger the players feel. Ambushes, fights against unknown foes or foes behind battlements, and other scenarios can create this basic uncertainty."
									]
								}
							]
						},
						{
							"type": "pf2-h2",
							"source": "GMG",
							"page": 46,
							"name": "Encounter Locations",
							"entries": [
								"Choose compelling settings for your encounters. When encounters take place in a building or lair, the most significant environmental features originate from the occupants, both past and present. Think about their tastes, biology, or wealth. These features could be natural, such as the sickening reek of decay in the lair of a great predator.",
								"They could also be alchemical, such as a cloud of poisonous gas, or magical, such as a strange electric current that arcs through the walls and occasionally leaps out at passersby.",
								"In some cases, you'll have a location in which an enemy always appears, and you can design your location to suit that specific creature. Other times, an encounter might appear in a variety of places, such as a guard patrol or wandering monster. In these cases, you'll need several terrain and structure options so there's something interesting about the environment no matter where the battle takes place.",
								{
									"type": "pf2-h3",
									"source": "GMG",
									"page": 46,
									"name": "Maps and Terrain",
									"entries": [
										"Features on the map have a substantial impact on the flow of combat. Three considerations to keep in mind when designing a map are maneuverability, line of sight, and attack ranges. Even empty rooms and corridors can provide variety based on their size and shape. Narrow passageways make natural choke points. In particularly small rooms, space is at a premium, favoring melee combatants and making area effects hard to aim without {@condition friendly} fire. By contrast, huge areas lend themselves to spread-out combat, which gives plenty of room to use all manner of abilities but poses challenges for ones with limited range. To make large rooms more interesting, add furniture, stalagmites, or other features the PCs and their foes can duck behind for cover."
									]
								},
								{
									"type": "pf2-h3",
									"source": "GMG",
									"page": 46,
									"name": "Inhabitant or Intruder?",
									"entries": [
										"In most cases, the PCs enter territory that's far more familiar to their foes than it is to them. NPCs and monsters who live in an area are likely to be adapted to its dangers, either because they know where they are and how to avoid them, or because they are unaffected by them. A kobold in their lair might bait a PC into walking into a trap the kobold avoided. Marshland may be troublesome terrain for most PCs, but it poses little inconvenience to amphibious creatures. When using creatures with the ability to burrow, climb, or swim, consider incorporating features such as mazelike corridors, high walls with platforms, or rivers.",
										"If the foes are smaller or larger than the PCs, consider including paths, cubbyholes, staircases, or narrow passages that one side of the fight can use more effectively.",
										"Sometimes, though, the PCs must defend their own base from intruders. In these situations, you're flipping the script, so give the PCs time to trap and ward the area. Watching the invaders fall prey to hazards and ambushes can be a delightful change of pace for your players."
									]
								},
								{
									"type": "pf2-h3",
									"source": "GMG",
									"page": 47,
									"name": "Wild Weather",
									"entries": [
										"On a bright, sunny day, the PCs see clearly and fight without obstruction, but adding wind, precipitation, or fog creates additional challenges. Rain creates sloshy, muddy ground that slows movement, and cold weather introduces the threat of slippery patches of ice. Only the most extreme temperatures have a direct impact on the PCs during an encounter, but a slog through blistering heat or freezing cold can leave the PCs worn out and more vulnerable to foes. Light levels play a key role in both outdoor and indoor encounters. Although {@item torch||torches} are plentiful, their reach is limited, and lights are sure to draw attention in dark areas."
									]
								},
								{
									"type": "pf2-h3",
									"source": "GMG",
									"page": 47,
									"name": "Budgeting for Terrain",
									"entries": [
										"If you include terrain that's tricky to navigate or takes extra work to deal with, consider whether it should count toward the encounter's XP budget. A fight that requires Climbing, Swimming, or pushing through {@quickref difficult terrain||3|terrain} can be much tougher\u2014especially if the enemies have strong ranged attacks. Think about the impact of the terrain in advance, especially if the battle would already be a severe threat, or you might kill the party. You can pick an equivalent monster level for your terrain and factor that into your budget, or just assign extra XP at the end if the threat without terrain is on the low or moderate end."
									]
								}
							]
						},
						{
							"type": "pf2-h2",
							"source": "GMG",
							"page": 47,
							"name": "Enemy Motivations",
							"entries": [
								"Every encounter should happen for a reason. Consider a creature's motivation to fight. Is it defending its lair? Robbing to enrich itself? Following sadistic impulses? Simply being paid to fight? You may realize a creature doesn't have a compelling motivation, or that the PCs have done something that eliminates the impetus to fight. In that case, the encounter doesn't need to happen! Your game might be more satisfying if the PCs' clever actions avoid the fight\u2014provided you award them XP accordingly.",
								{
									"type": "pf2-h3",
									"source": "GMG",
									"page": 47,
									"name": "Morale",
									"entries": [
										"Think how an enemy reacts when a fight is going poorly for them\u2014or well! Enemies who do something other than fight to the death make an encounter more dynamic and believable. While PCs occasionally encounter truly fanatical zealots or single-minded creatures that would never back down from a fight, most creatures\u2014even nonsapient creatures like animals\u2014back down from a battle they're obviously losing. This normally means foes {@condition fleeing} at a certain point, potentially ending the encounter, but if the PCs need to capture those opponents, it could add a secondary objective and split their focus. Look at how differences in morale between participants impact the fight.",
										"For instance, after the necromancer's living allies surrender to the PCs, she might activate a latent magic she implanted within them, killing them and merging their bodies into an enormous undead abomination. An enemy's morale could even change the encounter from combat to social, as the PCs enter negotiations over a surrender or try to convince their foes of the errors of their ways."
									]
								}
							]
						},
						{
							"type": "pf2-h2",
							"source": "GMG",
							"page": 48,
							"name": "Dynamic Encounters",
							"entries": [
								"While you can certainly create enjoyable encounters by placing a group of opponents in a square room with little else, you have numerous tools to create encounters that are more interactive and dynamic. These tools can challenge your players to invent new strategies, inspire interesting character decisions, and make your setting richer.",
								"No encounter needs to use all of the elements presented here, and not all encounters need more than one or two. The more complex a dynamic encounter is, the longer it takes to run and the more demanding it is. In general, these tools are perfectly suited for boss encounters, for memorable foes, and as a spice to add throughout your campaign however often works best for you and your players.",
								{
									"type": "pf2-h3",
									"source": "GMG",
									"page": 48,
									"name": "Hazards in Combat",
									"entries": [
										"In isolated encounters where the PCs have plenty of time to recover from hazards' effects, simple hazards can feel more like speed bumps than true challenges. But when combined with other threats, even simple hazards can prove perilous.",
										"A noisy explosion can draw attention, allowing foes to burst through the door for a dramatic start to the encounter.",
										"Simple hazards can also be an active part of an encounter, particularly if the foes know how to avoid triggering them.",
										"As their name suggests, complex hazards are a more powerful tool for encounters. Because they continue to act, they are an ongoing presence in the fight. When combined with hostile creatures, complex hazards offer the PCs plenty of choices for what they want to do next. This is particularly true if foes benefit from the hazard. Should the PCs first disable the array of pipes spewing magical fire into the room, or should they prioritize the fire elemental growing stronger with exposure to the inferno? There's no right answer, and the PCs' choices have a clear impact on the obstacles they face. Hazards in combat shine when they give the PCs ways to contribute meaningfully other than dealing damage to a creature. Interesting actions to disable a hazard are a fun way to give several PCs something fresh and different to do rather than piling on damage."
									]
								},
								{
									"type": "pf2-h3",
									"source": "GMG",
									"page": 48,
									"name": "Evolving Battlefields",
									"entries": [
										"While some battlefields are relatively static, allowing the PCs and foes to clobber each other until one side wins, complex or evolving battlefields can lead to far more memorable encounters. One of the most straightforward ways to create an evolving battlefield is with dynamic environmental features. Maybe the floating platforms that make up the room's floor shuffle around on their own turn each round, or various points teleport creatures to different locations\u2014possibly between two rooms where separate battles take place simultaneously. These dynamic features have some overlap with complex hazards, though they don't tend to be an opposition or obstacle specifically threatening the PCs.",
										"Similarly, a third party in the encounter, perhaps a rampaging monster or a restless spirit, could pose a danger to both sides but potentially benefit either. For instance, perhaps the PCs or their foes could harness this third party as a dangerous but powerful ally with a successful skill check of some kind or by making a risky bargain.",
										"Sometimes the evolving battlefield is more of a state change, or series of state changes, and less of a constant presence. For instance, defeating a ritualist and ending his ritual could cause the foes to lose a powerful beneficial effect but unleash a demon that crawled through the remains of the botched ritual, or cause part of the room to collapse from the magical backlash. Major physical changes to the environment, like such a collapse, portions of the room rising or falling, or water beginning to rush in and fill the room, can force the PCs to rethink their plans to handle the new situation. Sometimes the evolving battlefield is more of an unexpected plot twist that occurs in the middle of the encounter. Perhaps the evil tyrant reveals that they were a dragon all along, or reinforcements arrive for whichever side was outmatched. Whatever you choose, make sure it changes things up and makes the encounter feel more dynamic and different. For instance, raising up a portion of the battlefield that isn't particularly relevant when neither the PCs nor their foes are likely to care is less interesting than raising up the pedestal holding the jewel the PCs and their enemies are trying to recover."
									]
								},
								{
									"type": "pf2-brown-box",
									"source": "GMG",
									"page": 48,
									"name": "QUICK ADVENTURE GROUPS",
									"entries": [
										"If you want an easy framework for building an encounter, you can use one of the following basic structures and slot in monsters and NPCs.",
										{
											"type": "list",
											"items": [
												"{@b Boss and Lackeys (120 XP):} One creature of party level + 2, four creatures of party level \u2013 4",
												"{@b Boss and Lieutenant (120 XP):} One creature of party level + 2, one creature of party level",
												"{@b Elite Enemies (120 XP):} Three creatures of party level",
												"{@b Lieutenant and Lackeys (80 XP):} One creature of party level, four creatures of party level \u2013 4",
												"{@b Mated Pair (80 XP):} Two creatures of party level",
												"{@b Troop (80 XP):} One creature of party level, two creatures of party level \u2013 2",
												"{@b Mook Squad (60 XP):} Six creatures of party level \u2013 4"
											]
										}
									]
								},
								{
									"type": "pf2-h3",
									"source": "GMG",
									"page": 49,
									"name": "Combining and Separating Encounters",
									"entries": [
										"Picture this: the PCs storm a castle. They choose to eschew stealth in favor of a direct approach. On the ramparts, a guard spots them and raises an alarm. The sound of horns and whistles blare throughout the keep as each defender ensures that everyone is ready for a fight. And then, they politely wait in whatever room they were already standing in for the PCs to come and attack them. It sounds pretty unrealistic, and it feels unrealistic at the table. Many players find it far more satisfying when their foes take reasonable actions and countermeasures against them.",
										"This means moving to defensible positions or banding together with allies. Taken to an extreme, combining encounters can quickly lead to fights that are unwinnable, so be careful. In the castle example, some guards may come out to attack the PCs, while others cluster around the central keep. Perhaps each individual patrol of guards around the castle is a trivial-threat encounter, but as they gather together, they form groups of gradually escalating threat. Such groups give the PCs a sense of how challenging their opposition is, so that if a fight against six guards is a challenge, they won't try to pick a fight with 30. When the PCs' foes amass into an overwhelming force, give the PCs fair warning and a chance to retreat and try again another day. Of course, if the PCs come back after the alarm has been raised, the guards are likely to change their rotations to better secure the keep.",
										"The most common reason to separate an encounter into multiple pieces is to set up a combined encounter, like when an injured foe retreats to gather reinforcements. This provides the PCs with a choice: do they ignore the fleeing enemy and focus on the battle in front of them, or do they split their own forces, weighing the risk of being led into a dangerous encounter against the chance of stopping later foes from preparing for their approach? An encounter might also separate into pieces because of dramatic changes to the battlefield, such as a collapsing ceiling or a magical wall that prevents those on each side of the barrier from accessing the other without spending actions to bypass the obstruction."
									]
								},
								{
									"type": "pf2-h3",
									"source": "GMG",
									"page": 49,
									"name": "Time Pressure",
									"entries": [
										"Time pressure adds an extra sense of urgency to any encounter and can be a great way to make an otherwise trivial- or low-threat encounter tactically engaging, satisfying, and memorable. After all, while low- and trivial-threat encounters have an incredibly low chance of defeating the PCs, the opposition can usually hold on long enough to make the PCs spend a few rounds to defeat them unless the PCs expend more resources than they normally would on such foes. Time pressure is often related to a secondary objective in the encounter, though it could be a countdown directly related to the encounter itself. For instance, if the ritual will grant a lich its apotheosis in 4 rounds, the heroes need to defeat the lich before then!"
									]
								},
								{
									"type": "pf2-h3",
									"source": "GMG",
									"page": 50,
									"name": "Secondary Objectives",
									"entries": [
										"One of the simplest and most exciting ways to create a dynamic encounter, even if the combat itself is not so difficult, is to add a secondary objective beyond simply defeating foes. Perhaps the villains are about to burn captives in a fire, and some of the PCs need to divert their efforts to avoid a pyrrhic victory. Encounters with a parallel objective that require PCs to take actions other than destroying foes can keep those foes around long enough to do interesting things without inflating their power level. It also makes PCs skilled in areas related to the side mission feel amazing when they handle it quickly or well.",
										"Sometimes a secondary objective might present a time limit, like if the PCs need to prevent evidence from being burned, either by fighting quickly or actively protecting the documents. Another type of secondary objective relates to how the PCs engage in combat with the primary opposition. The PCs might need to use nonlethal attacks against guards who mistakenly believe the PCs are criminals, or they might need to prevent slippery scouts from retreating to alert others. Options like these highlight mobile characters like the monk. You could even create truly off-the-wall secondary objectives that require the PCs to lose the encounter in order to succeed. The PCs might need to put up a believable fight but retreat and let foes steal their caravan in order to follow the foes back to their lair.",
										"Secondary objectives are a great way to highlight different abilities in combat and make for a memorable encounter, but\u2014like all of these tactics\u2014they can become annoying if overused."
									]
								},
								{
									"type": "pf2-h3",
									"source": "GMG",
									"page": 50,
									"name": "Opponent Synergy",
									"entries": [
										"Most encounters assume that the PCs' opponents work together to oppose the PCs, but when groups of foes have been collaborating and fighting together for a long time, they can develop additional strategies. Consider giving each member of these tightly knit teams a reaction triggered by their allies' abilities, or another benefit they gain based on their allies' actions. Just as a team of PCs learns how to best position the rogue to flank enemies and minimize the harm they take from the wizard's {@i fireball} spell, NPCs can learn to complement each other's strategies and avoid interfering with each other. On the opposite end of the spectrum, opponents with poor coordination make the fight much easier for the PCs. Poor coordination between mindless creatures is common, and PCs can use clever tactics to run circles around these foes. When intelligent creatures accidentally (or deliberately) harm each other or pursue conflicting strategies, particularly if they engage in banter with each other as they fight, it can make for an amusing break in the typical rhythm of combat.",
										"When taken to its extreme, synergy can represent the actions of a hive mind or a single massive creature. These synergistic components can be creatures, hazards, or both.",
										"For example, instead of representing a kraken the size of a warship as a single foe, you could represent each of its tentacles as an individual opponent. Perhaps the kraken can sacrifice actions it would otherwise use to crush PCs in its maw to use its tentacles more freely. In this case, you could model a field of tentacles as a complex hazard that mainly reacts to the PCs moving within it, but allow the kraken's head to act with a few tentacles directly."
									]
								},
								{
									"type": "pf2-h3",
									"source": "GMG",
									"page": 50,
									"name": "Misdirection",
									"entries": [
										"Sometimes, a bit of misdirection can add a lot of interest to an encounter, especially against offense-heavy groups.",
										"Rather than amping up the opposition to match the PCs' firepower and creating opponents whose own offenses are too powerful for the PCs' defenses, consider a little sleight of hand. For instance, a villain might have an illusory or disguised decoy target with just enough durability to take a few hits while the true villain is hiding nearby, ready to emerge and attack. Spells like {@i project image} can allow a foe to attack from a safer position, and {@i possession} grants the foe a disposable body unless the PCs brought along {@i spirit blast} or similar magic. Sometimes you can even hide the villain in plain sight: for instance, in an encounter with three goblins with similar-looking gear and an ogre, one of the goblins might be the biggest threat, but the PCs are likely to target the ogre first.",
										"Care when setting up the battle map can also go a long way to misdirect your players\u2014or at least avoid accidentally telegraphing what an encounter will be. For instance, if you always put out statue minis whenever there are statues in the room, the PCs might at first be overly suspicious of ordinary statues, but they will be more surprised later on when a statue turns out to be a construct than if you place minis only when the statue is actually a construct."
									]
								},
								{
									"type": "pf2-brown-box",
									"source": "GMG",
									"page": 50,
									"name": "PITFALLS",
									"entries": [
										"This section arms you with a wide variety of useful tricks to add interest to your encounters, but you should keep an eye out for some common pitfalls of encounter building.",
										{
											"type": "list",
											"items": [
												"{@b Don't Make Every Encounter Complex:} There are many ways to make complex and dynamic encounters, but making every single encounter complex will become exhausting for you and your players. Some encounters should be simple, both because it will make the world feel more real and because it's a good way for the group to relax without as much to keep track of.",
												"{@b Avoid Flat Difficulty:} Ensure that not too many of your encounters fall at the same threat level. Having some lowand even trivial-threat battles adds variety, and it's great to throw in a few severe encounters beyond just bosses.",
												"{@b Beware of Unexpected Difficulty:} You might end up with creatures that have abilities that fit well together, making them extremely powerful as a combo, or that are particularly well-suited against your PCs. Compare the creatures and what you know about your PCs in advance, especially if the encounter is already a severe threat by the numbers. Page 16 has suggestions for what to do if you find a spike in difficulty during an encounter rather than in advance.",
												"{@b Watch for Overpowered Terrain:} As noted under Budgeting for Terrain, some features of the environment can increase the danger drastically. Consider your creature and the environment, and see whether the creature has a massive advantage compared to PCs in that terrain, such as a monster with powerful, long-range attacks when PCs are stuck at a distance. If so, you might want to adjust."
											]
										}
									]
								},
								{
									"type": "pf2-h3",
									"source": "GMG",
									"page": 51,
									"name": "Recurring Villains",
									"entries": [
										"Not every villain dies the first time the PCs defeat them in combat. Some may escape, perhaps through teleportation, misdirection, or with other ploys. When a villain escapes and lives to fight the PCs again another day, it's good to have that foe learn from their past failures. In their next encounter with the PCs, give them additional minions, spells, or other defenses designed to counteract the strategies the PCs used against them previously. Even if the villain doesn't escape, they might have other tricks up their sleeves, rising again to oppose the PCs. They could well return later in the adventure\u2014or they might come back immediately for a second battle, so long as there is a proper justification for doing so. For example, a previously living necromancer might rise again as an undead monstrosity bent upon destroying the PCs, or defeating an otherworldly villain's outer shell might reveal its terrible true form."
									]
								}
							]
						},
						{
							"type": "pf2-h2",
							"source": "GMG",
							"page": 51,
							"name": "Social Encounters",
							"entries": [
								"The setup for a social encounter tends to be less detailed. For the NPCs involved, you'll just need statistics for their social skills, {@skill Perception}, and Will. If you're making your own, you can find guidelines under Non-Combat Level on page 72.",
								"You also need to decide the objective or consequences of the social encounter\u2014what the PCs can achieve and what happens if they fail\u2014and the form of the challenge. It might be a public debate, a private audience with a powerful person, or some kind of contest. Just like with combat encounters, think about the environment, with a particular eye toward the other people around. Is there a crowd the PCs can sway? Are they in an imposing, luxurious throne room or at a city gate? Is the atmosphere oppressive? Hopeful? You might find the PCs' goal ends up being quite different from what you initially thought they would be. Fortunately, social encounters can be pretty adaptable. Thinking of their likely objective helps you construct the scene in your mind more easily but shouldn't limit you.",
								"The basics of social encounters are on {@i Core Rulebook} page 494, and page 16 of this book has more advice."
							]
						},
						{
							"type": "pf2-h2",
							"source": "GMG",
							"page": 51,
							"name": "Treasure by Encounter",
							"entries": [
								"The standard rules count treasure over the course of a level, rather than dividing it up by encounter. If you need to select treasure for a single encounter, such as in a sandbox game, you can use the table below. It takes the treasure budget for each level from Table 10\u20139 on page 509 of the {@i Core Rulebook} and breaks that down per encounter based on the encounter threat, similar to how XP varies by threat.",
								"The final column shows extra treasure you should award if you build an entire level this way. Unlike the standard table, this doesn't include items by item level, as the value doesn't cleanly break down for most single encounters. It's recommended you still give out those permanent items, but you'll need to borrow from other encounters' treasure to account for their value. Include encounters against creatures without treasure to account for this.",
								{
									"type": "table",
									"source": "GMG",
									"page": 51,
									"name": "TREASURE BY ENCOUNTER",
									"id": "1-3",
									"colStyles": [
										"",
										"text-center",
										"text-center",
										"text-center",
										"text-center",
										"text-center",
										"text-center"
									],
									"colSizes": [
										1,
										3,
										3,
										3,
										3,
										3,
										3
									],
									"rows": [
										[
											"Level",
											"Total Treasure per Level",
											"Low",
											"Moderate",
											"Severe",
											"Extreme",
											"Extra Treasure"
										],
										[
											"1",
											"175 gp",
											"13 gp",
											"18 gp",
											"26 gp",
											"35 gp",
											"35 gp"
										],
										[
											"2",
											"300 gp",
											"23 gp",
											"30 gp",
											"45 gp",
											"60 gp",
											"60 gp"
										],
										[
											"3",
											"500 gp",
											"38 gp",
											"50 gp",
											"75 gp",
											"100 gp",
											"100 gp"
										],
										[
											"4",
											"850 gp",
											"65 gp",
											"85 gp",
											"130 gp",
											"170 gp",
											"170 gp"
										],
										[
											"5",
											"1,350 gp",
											"100 gp",
											"135 gp",
											"200 gp",
											"270 gp",
											"270 gp"
										],
										[
											"6",
											"2,000 gp",
											"150 gp",
											"200 gp",
											"300 gp",
											"400 gp",
											"400 gp"
										],
										[
											"7",
											"2,900 gp",
											"220 gp",
											"290 gp",
											"440 gp",
											"580 gp",
											"580 gp"
										],
										[
											"8",
											"4,000 gp",
											"300 gp",
											"400 gp",
											"600 gp",
											"800 gp",
											"800 gp"
										],
										[
											"9",
											"5,700 gp",
											"430 gp",
											"570 gp",
											"860 gp",
											"1,140 gp",
											"1,140 gp"
										],
										[
											"10",
											"8,000 gp",
											"600 gp",
											"800 gp",
											"1,200 gp",
											"1,600 gp",
											"1,600 gp"
										],
										[
											"11",
											"11,500 gp",
											"865 gp",
											"1,150 gp",
											"1,725 gp",
											"2,300 gp",
											"2,300 gp"
										],
										[
											"12",
											"16,500 gp",
											"1,250 gp",
											"1,650 gp",
											"2,475 gp",
											"3,300 gp",
											"3,300 gp"
										],
										[
											"13",
											"25,000 gp",
											"1,875 gp",
											"2,500 gp",
											"3,750 gp",
											"5,000 gp",
											"5,000 gp"
										],
										[
											"14",
											"36,500 gp",
											"2,750 gp",
											"3,650 gp",
											"5,500 gp",
											"7,300 gp",
											"7,300 gp"
										],
										[
											"15",
											"54,500 gp",
											"4,100 gp",
											"5,450 gp",
											"8,200 gp",
											"10,900 gp",
											"10,900 gp"
										],
										[
											"16",
											"82,500 gp",
											"6,200 gp",
											"8,250 gp",
											"12,400 gp",
											"16,500 gp",
											"16,500 gp"
										],
										[
											"17",
											"128,000 gp",
											"9,600 gp",
											"12,800 gp",
											"19,200 gp",
											"25,600 gp",
											"25,600 gp"
										],
										[
											"18",
											"208,000 gp",
											"15,600 gp",
											"20,800 gp",
											"31,200 gp",
											"41,600 gp",
											"41,600 gp"
										],
										[
											"19",
											"355,000 gp",
											"26,600 gp",
											"35,500 gp",
											"53,250 gp",
											"71,000 gp",
											"71,000 gp"
										],
										[
											"20",
											"490,000 gp",
											"36,800 gp",
											"49,000 gp",
											"73,500 gp",
											"98,000 gp",
											"98,000 gp"
										]
									]
								}
							]
						}
					]
				},
				{
					"type": "pf2-h1",
					"source": "GMG",
					"page": 52,
					"name": "Drawing Maps",
					"entries": [
						"If you're worried that you don't have the kind of artistic mastery to create a map, don't be! Fundamentally, your maps should serve your purposes, framing the flow of action and story in a way that allows you to track the campaign's action and possibilities. No one expects you to create stunning maps that look as professional as those in published adventures. Just follow some best practices to make your maps both interesting and clear. So, grab the following supplies and let's get started.",
						{
							"type": "list",
							"items": [
								"Sheets of graph paper",
								"Scratch paper",
								"A pencil, preferably with H or 3H lead to leave a soft mark that's easy to erase",
								"An eraser",
								"Ink pens (optional)",
								"Ruler and compass (optional) In all stages of mapmaking, don't be frustrated by missteps. You can always fix them later\u2014the eraser is your friend! Drawing or erasing too much can weaken the paper, but you can always throw out a draft and start again. Remind yourself that this doesn't need to be the most exquisite piece of art ever made\u2014all it needs to be is a tool for you to keep your story straight."
							]
						},
						{
							"type": "pf2-h2",
							"source": "GMG",
							"page": 52,
							"name": "Create a Legend",
							"entries": [
								"Begin by making a list of the features your adventure site should contain\u2014from geographic features to the types of rooms in a building to the monsters and traps the PC will face\u2014and deciding the map's scale and orientation. The scale, orientation, and a key for any symbols you use to indicate features will go in the map's legend.",
								"The scale for your adventure maps is usually the easiest to decide. If the map is meant to be usable for combat on a grid, where 1 inch equals 5 feet, you can assume each square of your graph paper equals 5 feet. If you are mapping a larger area, you could use each square to represent 10 feet or even more.",
								"For the orientation, draw an arrow toward the north, write an \"N\" above the arrow's point, and you're done.",
								"The key of the various details your map depicts is less predictable. Once you've decided what features your map should include\u2014such as monsters, secret doors, and traps for a dungeon, or settlements and ruins for a regional map\u2014think of a symbol to represent each feature on the map. You can also use the symbols in the sample map."
							]
						},
						{
							"type": "pf2-h2",
							"source": "GMG",
							"page": 52,
							"name": "Start Sketching",
							"entries": [
								"Now that you have your legend, it's time to start the map. Grab a pencil and begin sketching your adventure site.",
								"If you're drawing a dungeon complex, start by detailing the corridors and rooms. If you're creating an outdoor area, begin with any bodies of water, rivers, and topography. No matter what you are drawing, do so with soft lines so you can easily erase\u2014you might make mistakes, or you might have better ideas later in the process. As your map starts to take shape, start populating it with features matching the symbols you've designated in your map key.",
								"Try not to overcomplicate your maps. Keeping your map as simple as possible will make sure important details stand out and aids in the map's legibility.",
								"When sketching your maps\u2014especially when drawing areas of wilderness or buildings\u2014pull inspiration from the real world. An internet search will turn up reference images that can help when you're deciding the placement of trees and shapes of canyons and streams, or when you're replicating ancient, medieval, renaissance, or fantasy architecture. Basing your terrain and buildings on these references will help your creation seem more natural and believable.",
								"When you draw dungeons and similar adventure sites, remember the size of the creatures that live in your complex, and give them enough room to live and move around. In other words, make sure the ancient black dragon fits through the entrance to its lair! Second, avoid empty rooms, and don't put rooms in just to have them. Each room should have a purpose. Maybe it's an abandoned purpose, but each time you create a chamber, ask yourself, \"Why was this room built?\" Lastly, avoid symmetrical or just plain dull structures. Part of the fun of exploring is being surprised by what you find, and needless symmetry and repetitive layouts can ruin that surprise."
							]
						},
						{
							"type": "pf2-h2",
							"source": "GMG",
							"page": 52,
							"name": "Number Encounter Areas",
							"entries": [
								"The next step is to number the encounter areas. You can then use that numbering system in your encounter notes.",
								"If you are designing multiple sites, or many levels of a massive dungeon, consider adding a letter designation before your numbering. The first area of your first site can be A1, while the first area of your next site can be B1, and so on."
							]
						},
						{
							"type": "pf2-h2",
							"source": "GMG",
							"page": 52,
							"name": "Add Definition",
							"entries": [
								"With your map sketched and keyed, you can solidify your sketches with either darker pencil strokes or ink. This allows you to preserve your map so you can rerun the adventure or reuse the map for a different adventure. If you're feeling artistically inspired, you can color your map with colored pencils, marker, or paint."
							]
						}
					]
				}
			]
		},
		{
			"type": "section",
			"blue": true,
			"source": "GMG",
			"page": 55,
			"name": "Chapter 2: Tools",
			"entries": [
				{
					"type": "pf2-sidebar",
					"name": "BUILDING VERSUS MODIFYING",
					"entries": [
						"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."
					]
				},
				"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.",
				{
					"type": "list",
					"items": [
						"{@b Building Creatures} (page 56) 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.",
						"{@b Building Hazards} (page 74) gives rules and advice for creating your own brand-new hazards.",
						"{@b Building Items} (page 82) teaches you how to create new pieces of treasure to delight your PCs.",
						"{@b Item Quirks} (page 86) 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.",
						"{@b Intelligent Items} (page 88) 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.",
						"{@b Cursed Items} (page 90) 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.",
						"{@b Relics} (page 94) are special magic items that increase in power along with the PCs, and that you and your players work together to build and enhance.",
						"{@b Artifacts} (page 106) are the most powerful and story-rich magic items in the game, and can only be destroyed in a specific way.",
						"{@b Gems and Art Objects} (page 114) expands the diversity of monetary awards given to PCs and includes 100 sample art objects.",
						"{@b Afflictions} (page 116) 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.",
						"{@b Building Worlds} (page 122) 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.",
						"{@b Nations} (page 130) includes a system to quickly encapsulate a nation in a stat block that contains all the information you need.",
						"{@b Settlements} (page 132) 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.",
						"{@b Planes} (page 136) 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.",
				{
					"type": "pf2-h1",
					"name": "Building Creatures",
					"entries": [
						"Creatures aren't built the same way PCs are. The rules for building them are more flexible, and their statistics are based on benchmark final numbers rather than combining each individual modifier together. This is called top-down design, in which you consider the design process as a whole and select the details that reflect your intended result, rather than building statistics from the bottom up and hoping the finished creature matches your vision.",
						"This guide provides a step-by-step process to build creatures, but as you get more comfortable with creature creation, you may prefer to use different methods. You could start with one ability you think is cool, or you might look to create a spellcaster of a certain type. There's no wrong starting place or wrong way to compile and present your creation; some GMs prefer to generate a stat block that is as similar to an official {@i Bestiary} entry as possible, while others prefer to compile just a brief set of notes.",
						{
							"type": "pf2-h2",
							"source": "GMG",
							"page": 56,
							"name": "Develop the Concept",
							"entries": [
								"To begin making a creature, you should first come up with its concept. You likely already have the basic idea. As you add details to the general idea, taking notes can help keep your creature on track. Consider the parts of your creature you find most compelling and that you want to emphasize when the creature hits the table. For example, in the {@i Bestiary}, demons are creatures of sin, and are designed to have weaknesses against specific virtues that oppose them. Harpies enchant creatures by singing, represented by their centerpiece ability, Captivating Song. Note your creature's core aspects, and if you feel uncertain later, you can look back and ask yourself, \"Does this emphasize a core aspect or not?\" Next, look at the creature's role in your game.",
								"Is it meant to be a combatant? A social creature? A trusted ally? Figuring this out will help you determine whether to give it strong combat abilities or to focus on skills, spells, and special abilities. Think about how the creature might behave if it's in a fight, if someone tries to talk to it, or if it's in a social situation. Does it work better alone or with allies? What sort of character should be best at facing it or be particularly weak against it? Consider also the complexity of the creature. This matters most when you plan to use a large number of creatures of that type. If you'll use five at the same time, you'll want their turns to move swiftly and avoid complex special actions. A creature likely to face a group of PCs alone can have more abilities, and it might need a more versatile set of defenses against PC tactics. Cut complexity as much as you can while retaining your desired theme.",
								"Now, how do you want an encounter with this creature to feel? Should it be scary? Mobile? Confusing? A mystical duel or a knock-down, drag-out fight? What can you give your creature to convey those characteristics? Note that much of this feel will come from your choice of the creature's special abilities or spells, rather than its raw numbers.",
								"With all this in mind, think about the specific abilities your creature should have. Take a few notes now, and get to the details later. You can use abilities from the {@i Bestiary} or feats in the {@i Core Rulebook}, adjusting as needed, to save yourself time. It helps to think of a creature that's similar to yours and see what makes it tick\u2014and what you can steal from it. Maybe you can just reskin that creature (page 58), instead of making a new one from scratch.",
								"Now that you understand your creature's concept, it's time to get to the statistics. Remember that you can always change your concept later on. Your creation might evolve and transform as you go, so be open to change and revisions.",
								{
									"type": "pf2-brown-box",
									"source": "GMG",
									"page": 57,
									"name": "BUILDING CREATURES OVERVIEW",
									"entries": [
										"This section details the creature-building process using the following steps.",
										{
											"type": "list",
											"style": "list-decimal--bold",
											"items": [
												"{@b Develop the Concept (page 56)} Think about your creature, and make notes you can use in future steps.",
												{
													"type": "item",
													"entries": [
														"{@b Build the Stat Block} Pick all the statistics for the creatures, going through the list below.",
														{
															"type": "list",
															"style": "list-no-bullets",
															"items": [
																"Level (page 58)",
																"Alignment, Size, and Traits (page 58)",
																"Ability Modifiers (page 59)",
																"Perception and Senses (page 60)",
																"Languages (page 60)",
																"Skills (page 60)",
																"Items, if necessary (page 61)",
																"AC (page 61)",
																"Saving Throws (page 62)",
																"Hit Points (page 62)",
																"Immunities, Weaknesses, and Resistances (page 63)",
																"Speed (page 64)",
																"Strikes, including their damage (page 64)",
																"Spells, if necessary (page 65)"
															]
														}
													]
												},
												"{@b Design Abilities (page 67)} Create the special abilities your creature can use.",
												"{@b Review Holistically (page 69)} Step back, take stock of your creature as a whole, and tweak as needed."
											]
										},
										{
											"type": "pf2-title",
											"name": "TRAIT ABILITIES (PAGE 70)"
										},
										"This section provides the abilities conveyed by certain traits, such as demon, dragon, and undead. You'll also find abilities typical of creatures with those traits to help guide you as you plan your creatures.",
										{
											"type": "pf2-title",
											"name": "DESIGNING NPCS (PAGE 72)"
										},
										"Sometimes you'll design a creature that's meant to have abilities or characteristics similar to those of a PC. Maybe you need a bold champion, a sly rogue master criminal, or a wizened druid elder for your game. You also might need a common baker, who has little combat ability but great skill with dough and an oven. This section provides ways you might modify aspects of the creature-building process to fit those needs."
									]
								}
							]
						},
						{
							"type": "pf2-h2",
							"source": "GMG",
							"page": 57,
							"name": "Understanding and Choosing Statistics",
							"entries": [
								"Most of the statistics in this section use a scale of extreme, high, moderate, and low\u2014some use terrible values as well.",
								"{@b Extreme:} The creature is world class in this statistic and can challenge almost any character. Most creatures have no extreme statistics or only one extreme statistic, although some creatures might have additional extreme statistics and weaker related statistics elsewhere (a common example being a creature trading accuracy for extreme damage). Examples from the {@i Bestiary} include the succubus's {@skill Diplomacy} and the lich's spell DC.",
								"{@b High:} Extremely capable but not world class, the creature presents a challenge for most characters. Just about all creatures have at least one high value. Most combat-focused creatures have high AC and either a high attack bonus and high damage, or a merely moderate attack bonus but extreme damage. An ogre warrior's attack bonus and a kobold scout's {@skill Stealth} are high values.",
								"{@b Moderate:} A middle-of-the road statistic can cover anything unremarkable about the creature. Use this one often.",
								"{@b Low:} The creature is actively bad at this. Choose these intentionally to represent the creature's weak points.",
								"Most creatures should have at least one low statistic; an example is the goblin pyro's Will save.",
								"{@b Terrible:} Some statistics can dip even lower than low, to terrible. This indicates a truly awful statistic that still isn't game-breakingly bad. A spider's Intelligence is terrible, as is a dero stalker's Will save.",
								{
									"type": "pf2-h3",
									"source": "GMG",
									"page": 57,
									"name": "Push and Pull",
									"entries": [
										"When it comes to statistics, a creature should be balanced overall. That means if you're giving a creature an extreme statistic, it should have some low or terrible statistics to compensate. For example, if you were making a creature extremely hard to hit by giving it an extreme AC, you'd likely give it lower saving throws or low HP. If a creature is great at spellcasting, it might need several low statistics to be a balanced challenge. There's no perfect system for making these decisions. If you've made a creature that has four high stats and nothing low, or vice-versa, take another look. A creature's strengths and weaknesses change the PCs' strategies for dealing with it, and that's what makes playing the game fun!"
									]
								},
								{
									"type": "pf2-brown-box",
									"source": "GMG",
									"page": 58,
									"name": "RESKINNING A CREATURE",
									"entries": [
										"Sometimes you need a creature with abilities that are almost exactly the same as those of a published creature. In that case, it can be more efficient to simply \"reskin\" the old creature rather than design a new one\u2014that is, to change the description but keep the abilities mostly the same. Occasionally reskinning requires small mechanical adjustments. For instance, a fire cat that has immunity to fire, an aura that deals fire damage, and the ability to light people on fire with its jaws to deal {@condition persistent damage||persistent fire damage} could be reskinned as a caustic animate tree that has immunity to acid, an aura that deals acid damage, and branch attacks that smear acidic sap on a creature's body when they hit, dealing {@condition persistent damage||persistent acid damage}."
									]
								},
								{
									"type": "pf2-h3",
									"source": "GMG",
									"page": 58,
									"name": "Extreme Increases",
									"entries": [
										"At the higher levels of the game, PCs have more tools at their disposal, so the creatures they face need to hit back harder! At higher levels, give each creature more extreme statistics. Having one extreme statistic becomes typical around 11th level. A creature of 15th level or higher typically has two extreme statistics, and one of 20th level or higher should have three or four. Keep in mind that these should be relevant to the encounters you expect them to have\u2014extreme social skills aren't much use to a combatfocused creature. Be careful about giving multiple extreme statistics that are closely linked: a creature with extreme damage and Fortitude saves is one thing, but having an extreme attack bonus and extreme damage allows the creature to apply both extreme statistics to each attack."
									]
								}
							]
						},
						{
							"type": "pf2-h2",
							"source": "GMG",
							"page": 58,
							"name": "Level",
							"entries": [
								"For most creatures you build, their level depends on the level of the party who will encounter it. Look at other creatures you think are similar in power to yours to determine its level. Note that level represents a creature's combat ability, so a creature that's more social might have, for example, 3rd-level combat statistics and 6th-level skills but remain a 3rd-level creature. Most such creatures are NPCs; for more information on this distinction and how to use it, see Non-Combat Level on page 72.",
								"Some abilities are hard for PCs to deal with at low levels. For instance, creatures that can fly and have ranged attacks should typically appear around 7th level, when PCs gain access to flight. Natural invisibility or at-will {@i invisibility} as an innate spell should come at around 6th level, when PCs are more likely to prepare {@i see invisibility} in lower-level spell slots, or 8th level, when some PCs get the Blind-Fight feat.",
								"The tables in this chapter go up to 24th level\u2014the highest-level extreme encounter a party might face."
							]
						},
						{
							"type": "pf2-h2",
							"source": "GMG",
							"page": 58,
							"name": "Alignment, Size, and Traits",
							"entries": [
								"Fill out the trait line of your creature's stat block. The alignment can be whatever suits your story, though some types of creatures must be or tend to be certain alignments.",
								"Creatures can be whatever size you need them to be, though you seldom find Large creatures below 1st level, Huge creatures below 5th level, or Gargantuan creatures below 10th level. Generally, you don't automatically adjust statistics for size, except for an exception to Strength modifiers for Large and bigger creatures, which you'll find in Ability Modifiers on the next page.",
								"Your creature will almost certainly have one of the following traits to define its type: aberration, animal, astral, beast, celestial, construct, dragon, elemental, ethereal, fey, fiend, fungus, giant, humanoid, monitor, ooze, plant, or undead. If you're making a creature from an existing category of a type, such as demon, it also has that category as a trait. Creatures with a close affinity to elements\u2014air, earth, fire, and water\u2014or types of energy\u2014like acid, cold, and electricity\u2014have those traits.",
								"Some abilities typical of creatures with the traits listed above can be found in Trait Abilities on page 70. As with the other steps, looking at similar creatures will give you an idea of what traits to use.",
								"Add any traits that have detailed rules attached to them, like amphibious, aquatic, incorporeal, mindless, and swarm. You can add traits related to the creature category, such as dinosaur or werecreature, but most of these traits are pretty self-evident in play. If at any point you realize during play that you didn't add a trait the creature really should have, you can usually apply it retroactively.",
								{
									"type": "pf2-brown-box",
									"source": "GMG",
									"page": 59,
									"name": "BASE ROAD MAPS",
									"entries": [
										"You can use the following suggestions to set the baseline when creating your road map. For example, use brute for a big, tough creature like an ogre, and skirmisher for a darting enemy. Each entry is a starting point you can customize as you see fit. Any core statistic that isn't listed should typically use moderate numbers. You can set ability modifiers and add additional abilities as needed. To make a creature that resembles a character of a certain class, see Class Road maps on page 73.",
										"{@b Brute} low {@skill Perception}; high or extreme Str modifier, high to moderate Con modifier, low or lower Dex and mental modifiers; moderate or low AC; high Fortitude, low Reflex or Will or both; high HP; high attack bonus and high damage or moderate attack bonus and extreme damage",
										"{@b Magical Striker} high attack and high damage; moderate to high spell DCs; either a scattering of innate spells or prepared or spontaneous spells up to half the creature's level (rounded up) minus 1",
										"{@b Skill Paragon} high or extreme ability modifier matching its best skills; typically high Reflex or Will and low Fortitude; many skills at moderate or high and potentially one or two extreme skills; at least one special ability to use the creature's skills in combat",
										"{@b Skirmisher} high Dex modifier; low Fortitude, high Reflex; higher Speed than typical",
										"{@b Sniper} high {@skill Perception}; high Dex modifier; low Fortitude, high Reflex; moderate to low HP; ranged {@action Strike||Strikes} have high attack bonus and damage or moderate attack bonus and extreme damage (melee {@action Strike||Strikes} are weaker)",
										"{@b Soldier} high Str modifier; high to extreme AC; high Fortitude; high attack bonus and high damage; {@action Attack of Opportunity} or other tactical abilities",
										"{@b Spellcaster} high or extreme modifier for the corresponding mental ability; low Fortitude, high Will; low HP; low attack bonus and moderate or low damage; high or extreme spell DCs; prepared or spontaneous spells up to half the creature's level (rounded up)"
									]
								}
							]
						},
						{
							"type": "pf2-h2",
							"source": "GMG",
							"page": 59,
							"name": "Ability Modifiers",
							"entries": [
								"Next, figure out your creature's ability modifiers, since these will suggest what their other statistics should be.",
								"You don't have to determine the exact numbers, but it's good to avoid creating creatures whose ability modifiers are at odds with their abilities, like creatures with a terrible Wisdom modifier and very high {@skill Perception}. Most of the time, you'll just be using ability modifiers for untrained skills, so they're useful as a guide but not crucial.",
								"Table 2\u20131 shows some benchmarks for your creatures.",
								"Use high for the creature's best ability modifiers, moderate for ones they're okay at, and low for the rest.",
								"If a creature has a truly bad ability, you can go as low as \u20135. That's the terrible range for ability modifiers, and doesn't really change by level. This is most common with animals, which have an Intelligence modifier of \u20134 (for dogs, dolphins, and such) or \u20135 (for more instinctual animals like spiders), and for mindless creatures, which have a \u20135 Intelligence modifier.",
								"Few creatures use the extreme column. A powerful, dedicated spellcaster might use an extreme spellcasting statistic, or a preternaturally charming creature like a succubus or nymph might have an extreme Charisma modifier. However, the most common way extreme numbers are used is for really big, really strong creatures.",
								"This happens with only Large or larger creatures from 1st to 5th level, only Huge or larger creatures from 6th to 9th level, and only Gargantuan creatures from 10th to 15th level. Beyond that level, a creature doesn't gain an extreme Strength modifier from size alone.",
								{
									"type": "table",
									"source": "GMG",
									"page": 59,
									"name": "ABILITY MODIFIER SCALES",
									"id": "2-1",
									"colStyles": [
										"text-center",
										"text-center",
										"text-center",
										"text-center",
										"text-center"
									],
									"rows": [
										[
											"Level",
											"Extreme",
											"High",
											"Moderate",
											"Low"
										],
										[
											"\u20131",
											"\u2014",
											"{@dice 1d20+3|+3}",
											"{@dice 1d20+2|+2}",
											"{@dice 1d20+0|+0}"
										],
										[
											"0",
											"\u2014",
											"{@dice 1d20+3|+3}",
											"{@dice 1d20+2|+2}",
											"{@dice 1d20+0|+0}"
										],
										[
											"1",
											"{@dice 1d20+5|+5}",
											"{@dice 1d20+4|+4}",
											"{@dice 1d20+3|+3}",
											"{@dice 1d20+1|+1}"
										],
										[
											"2",
											"{@dice 1d20+5|+5}",
											"{@dice 1d20+4|+4}",
											"{@dice 1d20+3|+3}",
											"{@dice 1d20+1|+1}"
										],
										[
											"3",
											"{@dice 1d20+5|+5}",
											"{@dice 1d20+4|+4}",
											"{@dice 1d20+3|+3}",
											"{@dice 1d20+1|+1}"
										],
										[
											"4",
											"{@dice 1d20+6|+6}",
											"{@dice 1d20+5|+5}",
											"{@dice 1d20+3|+3}",
											"{@dice 1d20+2|+2}"
										],
										[
											"5",
											"{@dice 1d20+6|+6}",
											"{@dice 1d20+5|+5}",
											"{@dice 1d20+4|+4}",
											"{@dice 1d20+2|+2}"
										],
										[
											"6",
											"{@dice 1d20+7|+7}",
											"{@dice 1d20+5|+5}",
											"{@dice 1d20+4|+4}",
											"{@dice 1d20+2|+2}"
										],
										[
											"7",
											"{@dice 1d20+7|+7}",
											"{@dice 1d20+6|+6}",
											"{@dice 1d20+4|+4}",
											"{@dice 1d20+2|+2}"
										],
										[
											"8",
											"{@dice 1d20+7|+7}",
											"{@dice 1d20+6|+6}",
											"{@dice 1d20+4|+4}",
											"{@dice 1d20+3|+3}"
										],
										[
											"9",
											"{@dice 1d20+7|+7}",
											"{@dice 1d20+6|+6}",
											"{@dice 1d20+4|+4}",
											"{@dice 1d20+3|+3}"
										],
										[
											"10",
											"{@dice 1d20+8|+8}",
											"{@dice 1d20+7|+7}",
											"{@dice 1d20+5|+5}",
											"{@dice 1d20+3|+3}"
										],
										[
											"11",
											"{@dice 1d20+8|+8}",
											"{@dice 1d20+7|+7}",
											"{@dice 1d20+5|+5}",
											"{@dice 1d20+3|+3}"
										],
										[
											"12",
											"{@dice 1d20+8|+8}",
											"{@dice 1d20+7|+7}",
											"{@dice 1d20+5|+5}",
											"{@dice 1d20+4|+4}"
										],
										[
											"13",
											"{@dice 1d20+9|+9}",
											"{@dice 1d20+8|+8}",
											"{@dice 1d20+5|+5}",
											"{@dice 1d20+4|+4}"
										],
										[
											"14",
											"{@dice 1d20+9|+9}",
											"{@dice 1d20+8|+8}",
											"{@dice 1d20+5|+5}",
											"{@dice 1d20+4|+4}"
										],
										[
											"15",
											"{@dice 1d20+9|+9}",
											"{@dice 1d20+8|+8}",
											"{@dice 1d20+6|+6}",
											"{@dice 1d20+4|+4}"
										],
										[
											"16",
											"{@dice 1d20+10|+10}",
											"{@dice 1d20+9|+9}",
											"{@dice 1d20+6|+6}",
											"{@dice 1d20+5|+5}"
										],
										[
											"17",
											"{@dice 1d20+10|+10}",
											"{@dice 1d20+9|+9}",
											"{@dice 1d20+6|+6}",
											"{@dice 1d20+5|+5}"
										],
										[
											"18",
											"{@dice 1d20+10|+10}",
											"{@dice 1d20+9|+9}",
											"{@dice 1d20+6|+6}",
											"{@dice 1d20+5|+5}"
										],
										[
											"19",
											"{@dice 1d20+11|+11}",
											"{@dice 1d20+10|+10}",
											"{@dice 1d20+6|+6}",
											"{@dice 1d20+5|+5}"
										],
										[
											"20",
											"{@dice 1d20+11|+11}",
											"{@dice 1d20+10|+10}",
											"{@dice 1d20+7|+7}",
											"{@dice 1d20+6|+6}"
										],
										[
											"21",
											"{@dice 1d20+11|+11}",
											"{@dice 1d20+10|+10}",
											"{@dice 1d20+7|+7}",
											"{@dice 1d20+6|+6}"
										],
										[
											"22",
											"{@dice 1d20+11|+11}",
											"{@dice 1d20+10|+10}",
											"{@dice 1d20+8|+8}",
											"{@dice 1d20+6|+6}"
										],
										[
											"23",
											"{@dice 1d20+11|+11}",
											"{@dice 1d20+10|+10}",
											"{@dice 1d20+8|+8}",
											"{@dice 1d20+6|+6}"
										],
										[
											"24",
											"{@dice 1d20+13|+13}",
											"{@dice 1d20+12|+12}",
											"{@dice 1d20+9|+9}",
											"{@dice 1d20+7|+7}"
										]
									]
								}
							]
						},
						{
							"type": "pf2-h2",
							"source": "GMG",
							"page": 60,
							"name": "Perception",
							"entries": [
								"{@skill Perception} is a fairly straightforward statistic. Use Wisdom as a guide for setting it, and adjust to the high side if your creature has acute senses or extra training. If your creature has low Wisdom, for example, it would probably have a low {@skill Perception} modifier, or moderate if it's supposed to be a great hunter. Don't make your creature's {@skill Perception} higher just because it's often used for initiative; creatures with poor {@skill Perception} could use a skill check for initiative instead, such as {@skill Stealth}.",
								{
									"type": "pf2-h3",
									"source": "GMG",
									"page": 60,
									"name": "Senses",
									"entries": [
										"Choose or design any special senses for your creature, such as {@ability low-light vision}, {@ability darkvision}, or {@ability scent}. If you're making a sense from scratch, simply decide what it senses, whether it has a range limit, and whether it's precise or imprecise.",
										"For example, a {@creature sinspawn} has \"sin scent (imprecise) 30 feet.\" This means it can smell creatures bearing its associated sin if they're within 30 feet, and the sense is imprecise\u2014about as acute as human hearing."
									]
								},
								{
									"type": "table",
									"source": "GMG",
									"page": 60,
									"name": "PERCEPTION",
									"id": "2-2",
									"colStyles": [
										"text-center",
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										"text-center",
										"text-center",
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									"rows": [
										[
											"Level",
											"Extreme",
											"High",
											"Moderate",
											"Low",
											"Terrible"
										],
										[
											"\u20131",
											"{@dice 1d20+9|+9}",
											"{@dice 1d20+8|+8}",
											"{@dice 1d20+5|+5}",
											"{@dice 1d20+2|+2}",
											"{@dice 1d20+0|+0}"
										],
										[
											"0",
											"{@dice 1d20+10|+10}",
											"{@dice 1d20+9|+9}",
											"{@dice 1d20+6|+6}",
											"{@dice 1d20+3|+3}",
											"{@dice 1d20+1|+1}"
										],
										[
											"1",
											"{@dice 1d20+11|+11}",
											"{@dice 1d20+10|+10}",
											"{@dice 1d20+7|+7}",
											"{@dice 1d20+4|+4}",
											"{@dice 1d20+2|+2}"
										],
										[
											"2",
											"{@dice 1d20+12|+12}",
											"{@dice 1d20+11|+11}",
											"{@dice 1d20+8|+8}",
											"{@dice 1d20+5|+5}",
											"{@dice 1d20+3|+3}"
										],
										[
											"3",
											"{@dice 1d20+14|+14}",
											"{@dice 1d20+12|+12}",
											"{@dice 1d20+9|+9}",
											"{@dice 1d20+6|+6}",
											"{@dice 1d20+4|+4}"
										],
										[
											"4",
											"{@dice 1d20+15|+15}",
											"{@dice 1d20+14|+14}",
											"{@dice 1d20+11|+11}",
											"{@dice 1d20+8|+8}",
											"{@dice 1d20+6|+6}"
										],
										[
											"5",
											"{@dice 1d20+17|+17}",
											"{@dice 1d20+15|+15}",
											"{@dice 1d20+12|+12}",
											"{@dice 1d20+9|+9}",
											"{@dice 1d20+7|+7}"
										],
										[
											"6",
											"{@dice 1d20+18|+18}",
											"{@dice 1d20+17|+17}",
											"{@dice 1d20+14|+14}",
											"{@dice 1d20+11|+11}",
											"{@dice 1d20+8|+8}"
										],
										[
											"7",
											"{@dice 1d20+20|+20}",
											"{@dice 1d20+18|+18}",
											"{@dice 1d20+15|+15}",
											"{@dice 1d20+12|+12}",
											"{@dice 1d20+10|+10}"
										],
										[
											"8",
											"{@dice 1d20+21|+21}",
											"{@dice 1d20+19|+19}",
											"{@dice 1d20+16|+16}",
											"{@dice 1d20+13|+13}",
											"{@dice 1d20+11|+11}"
										],
										[
											"9",
											"{@dice 1d20+23|+23}",
											"{@dice 1d20+21|+21}",
											"{@dice 1d20+18|+18}",
											"{@dice 1d20+15|+15}",
											"{@dice 1d20+12|+12}"
										],
										[
											"10",
											"{@dice 1d20+24|+24}",
											"{@dice 1d20+22|+22}",
											"{@dice 1d20+19|+19}",
											"{@dice 1d20+16|+16}",
											"{@dice 1d20+14|+14}"
										],
										[
											"11",
											"{@dice 1d20+26|+26}",
											"{@dice 1d20+24|+24}",
											"{@dice 1d20+21|+21}",
											"{@dice 1d20+18|+18}",
											"{@dice 1d20+15|+15}"
										],
										[
											"12",
											"{@dice 1d20+27|+27}",
											"{@dice 1d20+25|+25}",
											"{@dice 1d20+22|+22}",
											"{@dice 1d20+19|+19}",
											"{@dice 1d20+16|+16}"
										],
										[
											"13",
											"{@dice 1d20+29|+29}",
											"{@dice 1d20+26|+26}",
											"{@dice 1d20+23|+23}",
											"{@dice 1d20+20|+20}",
											"{@dice 1d20+18|+18}"
										],
										[
											"14",
											"{@dice 1d20+30|+30}",
											"{@dice 1d20+28|+28}",
											"{@dice 1d20+25|+25}",
											"{@dice 1d20+22|+22}",
											"{@dice 1d20+19|+19}"
										],
										[
											"15",
											"{@dice 1d20+32|+32}",
											"{@dice 1d20+29|+29}",
											"{@dice 1d20+26|+26}",
											"{@dice 1d20+23|+23}",
											"{@dice 1d20+20|+20}"
										],
										[
											"16",
											"{@dice 1d20+33|+33}",
											"{@dice 1d20+30|+30}",
											"{@dice 1d20+28|+28}",
											"{@dice 1d20+25|+25}",
											"{@dice 1d20+22|+22}"
										],
										[
											"17",
											"{@dice 1d20+35|+35}",
											"{@dice 1d20+32|+32}",
											"{@dice 1d20+29|+29}",
											"{@dice 1d20+26|+26}",
											"{@dice 1d20+23|+23}"
										],
										[
											"18",
											"{@dice 1d20+36|+36}",
											"{@dice 1d20+33|+33}",
											"{@dice 1d20+30|+30}",
											"{@dice 1d20+27|+27}",
											"{@dice 1d20+24|+24}"
										],
										[
											"19",
											"{@dice 1d20+38|+38}",
											"{@dice 1d20+35|+35}",
											"{@dice 1d20+32|+32}",
											"{@dice 1d20+29|+29}",
											"{@dice 1d20+26|+26}"
										],
										[
											"20",
											"{@dice 1d20+39|+39}",
											"{@dice 1d20+36|+36}",
											"{@dice 1d20+33|+33}",
											"{@dice 1d20+30|+30}",
											"{@dice 1d20+27|+27}"
										],
										[
											"21",
											"{@dice 1d20+41|+41}",
											"{@dice 1d20+38|+38}",
											"{@dice 1d20+35|+35}",
											"{@dice 1d20+32|+32}",
											"{@dice 1d20+28|+28}"
										],
										[
											"22",
											"{@dice 1d20+43|+43}",
											"{@dice 1d20+39|+39}",
											"{@dice 1d20+36|+36}",
											"{@dice 1d20+33|+33}",
											"{@dice 1d20+30|+30}"
										],
										[
											"23",
											"{@dice 1d20+44|+44}",
											"{@dice 1d20+40|+40}",
											"{@dice 1d20+37|+37}",
											"{@dice 1d20+34|+34}",
											"{@dice 1d20+31|+31}"
										],
										[
											"24",
											"{@dice 1d20+46|+46}",
											"{@dice 1d20+42|+42}",
											"{@dice 1d20+38|+38}",
											"{@dice 1d20+36|+36}",
											"{@dice 1d20+32|+32}"
										]
									]
								}
							]
						},
						{
							"type": "pf2-h2",
							"source": "GMG",
							"page": 60,
							"name": "Languages",
							"entries": [
								"Think about what languages the creature would need to communicate with other creatures in its home. For instance, many intelligent undead speak {@language Necril}, and many creatures from the Darklands speak Undercommon. If you want your creature to be able to speak to the PCs, be sure it has {@language Common}; for a creature with no reason to speak the common tongue of your setting (such as most extraplanar creatures in a typical campaign), be sure it doesn't. Some creatures can understand language but can't vocalize; in this case, you can state that they can't speak any language. For creatures that need to be able to infiltrate and communicate wherever they go, you might give them {@spell tongues} or a similar ability as a constant innate spell."
							]
						},
						{
							"type": "pf2-h2",
							"source": "GMG",
							"page": 60,
							"name": "Skills",
							"entries": [
								"You have lots of flexibility in setting your creature's skills.",
								"Pick some skills you think are appropriate, and consider how good the creature is at them. High skills are roughly on par with a specialized PC of the creature's level, though they could be a little lower or higher. Most creatures have at least one high skill, but no more than three. The best skills should go with the best ability modifiers, and you might even want to estimate the creature's proficiency rank for these skills. Some skills can get a high bonus for free to fit the creature's theme, particularly {@skill Lore} skills.",
								{
									"type": "pf2-brown-box",
									"source": "GMG",
									"page": 60,
									"name": "CONVERTING FIRST EDITION CREATURES",
									"entries": [
										"If you're converting creatures from First Edition, you won't find a direct numerical conversion. Instead, use the original statistics to create your road map, giving a better AC to a creature that had a good AC in First Edition, and so on.",
										"Here are the main areas of difference that you'll want to keep in mind for your conversion.",
										{
											"type": "list",
											"items": [
												"Ability modifiers scale differently, so don't copy them over exactly. The highest modifiers tend not to get as high in Second Edition. You'll rarely see a +10 Strength modifier, for example. Creatures also tend to get better low statistics at higher levels than they used to, particularly for Dexterity and Wisdom. This is most evident in high-level First Edition creatures with awful Dexterity.",
												"Low-Intelligence creatures, particularly animals, tend to have more special actions than they would have in First Edition. This is to make encounters with them more dynamic and distinct. Compare dinosaurs between the editions for good examples.",
												"When converting spell-like abilities to innate spells, you might need to make some substitutions. Some spells will appear as heightened versions of spells (such as greater dispel magic now being heightened dispel magic), but others will require you to find something different. Also, don't feel like you need to keep every spell; focus on the most thematic and potent ones. The Spells section on page 65 has more advice on this subject.",
												"Damage reduction has been replaced with two options: resistance to all damage (possibly with exceptions), or more HP and a weakness. Immunities, Weaknesses, and Resistances on page 63 describes the distinction.",
												"If you want to convert spell resistance, you can give the creature a +1 status bonus to all saves against magic, or +2 if it had abnormally high spell resistance for its level."
											]
										}
									]
								},
								"Most creatures don't have an extreme skill unless they are world class for their level, like a succubus's {@skill Diplomacy}. Having an extreme skill is less impactful than an extreme AC or attack bonus, but still might warrant a sacrifice elsewhere, especially if the creature also has more high skills than usual. There's no need for terrible skill modifiers, since an untrained skill usually represents that.",
								{
									"type": "table",
									"source": "GMG",
									"page": 61,
									"name": "SKILLS",
									"id": "2-3",
									"colStyles": [
										"text-center",
										"text-center",
										"text-center",
										"text-center",
										"text-center"
									],
									"rows": [
										[
											"Level",
											"Extreme",
											"High",
											"Moderate",
											"Low"
										],
										[
											"\u20131",
											"{@dice 1d20+8|+8}",
											"{@dice 1d20+5|+5}",
											"{@dice 1d20+4|+4}",
											"{@dice 1d20+2|+2} to {@dice 1d20+1|+1}"
										],
										[
											"0",
											"{@dice 1d20+9|+9}",
											"{@dice 1d20+6|+6}",
											"{@dice 1d20+5|+5}",
											"{@dice 1d20+3|+3} to {@dice 1d20+2|+2}"
										],
										[
											"1",
											"{@dice 1d20+10|+10}",
											"{@dice 1d20+7|+7}",
											"{@dice 1d20+6|+6}",
											"{@dice 1d20+4|+4} to {@dice 1d20+3|+3}"
										],
										[
											"2",
											"{@dice 1d20+11|+11}",
											"{@dice 1d20+8|+8}",
											"{@dice 1d20+7|+7}",
											"{@dice 1d20+5|+5} to {@dice 1d20+4|+4}"
										],
										[
											"3",
											"{@dice 1d20+13|+13}",
											"{@dice 1d20+10|+10}",
											"{@dice 1d20+9|+9}",
											"{@dice 1d20+7|+7} to {@dice 1d20+5|+5}"
										],
										[
											"4",
											"{@dice 1d20+15|+15}",
											"{@dice 1d20+12|+12}",
											"{@dice 1d20+10|+10}",
											"{@dice 1d20+8|+8} to {@dice 1d20+7|+7}"
										],
										[
											"5",
											"{@dice 1d20+16|+16}",
											"{@dice 1d20+13|+13}",
											"{@dice 1d20+12|+12}",
											"{@dice 1d20+10|+10} to {@dice 1d20+8|+8}"
										],
										[
											"6",
											"{@dice 1d20+18|+18}",
											"{@dice 1d20+15|+15}",
											"{@dice 1d20+13|+13}",
											"{@dice 1d20+11|+11} to {@dice 1d20+9|+9}"
										],
										[
											"7",
											"{@dice 1d20+20|+20}",
											"{@dice 1d20+17|+17}",
											"{@dice 1d20+15|+15}",
											"{@dice 1d20+13|+13} to {@dice 1d20+11|+11}"
										],
										[
											"8",
											"{@dice 1d20+21|+21}",
											"{@dice 1d20+18|+18}",
											"{@dice 1d20+16|+16}",
											"{@dice 1d20+14|+14} to {@dice 1d20+12|+12}"
										],
										[
											"9",
											"{@dice 1d20+23|+23}",
											"{@dice 1d20+20|+20}",
											"{@dice 1d20+18|+18}",
											"{@dice 1d20+16|+16} to {@dice 1d20+13|+13}"
										],
										[
											"10",
											"{@dice 1d20+25|+25}",
											"{@dice 1d20+22|+22}",
											"{@dice 1d20+19|+19}",
											"{@dice 1d20+17|+17} to {@dice 1d20+15|+15}"
										],
										[
											"11",
											"{@dice 1d20+26|+26}",
											"{@dice 1d20+23|+23}",
											"{@dice 1d20+21|+21}",
											"{@dice 1d20+19|+19} to {@dice 1d20+16|+16}"
										],
										[
											"12",
											"{@dice 1d20+28|+28}",
											"{@dice 1d20+25|+25}",
											"{@dice 1d20+22|+22}",
											"{@dice 1d20+20|+20} to {@dice 1d20+17|+17}"
										],
										[
											"13",
											"{@dice 1d20+30|+30}",
											"{@dice 1d20+27|+27}",
											"{@dice 1d20+24|+24}",
											"{@dice 1d20+22|+22} to {@dice 1d20+19|+19}"
										],
										[
											"14",
											"{@dice 1d20+31|+31}",
											"{@dice 1d20+28|+28}",
											"{@dice 1d20+25|+25}",
											"{@dice 1d20+23|+23} to {@dice 1d20+20|+20}"
										],
										[
											"15",
											"{@dice 1d20+33|+33}",
											"{@dice 1d20+30|+30}",
											"{@dice 1d20+27|+27}",
											"{@dice 1d20+25|+25} to {@dice 1d20+21|+21}"
										],
										[
											"16",
											"{@dice 1d20+35|+35}",
											"{@dice 1d20+32|+32}",
											"{@dice 1d20+28|+28}",
											"{@dice 1d20+26|+26} to {@dice 1d20+23|+23}"
										],
										[
											"17",
											"{@dice 1d20+36|+36}",
											"{@dice 1d20+33|+33}",
											"{@dice 1d20+30|+30}",
											"{@dice 1d20+28|+28} to {@dice 1d20+24|+24}"
										],
										[
											"18",
											"{@dice 1d20+38|+38}",
											"{@dice 1d20+35|+35}",
											"{@dice 1d20+31|+31}",
											"{@dice 1d20+29|+29} to {@dice 1d20+25|+25}"
										],
										[
											"19",
											"{@dice 1d20+40|+40}",
											"{@dice 1d20+37|+37}",
											"{@dice 1d20+33|+33}",
											"{@dice 1d20+31|+31} to {@dice 1d20+27|+27}"
										],
										[
											"20",
											"{@dice 1d20+41|+41}",
											"{@dice 1d20+38|+38}",
											"{@dice 1d20+34|+34}",
											"{@dice 1d20+32|+32} to {@dice 1d20+28|+28}"
										],
										[
											"21",
											"{@dice 1d20+43|+43}",
											"{@dice 1d20+40|+40}",
											"{@dice 1d20+36|+36}",
											"{@dice 1d20+34|+34} to {@dice 1d20+29|+29}"
										],
										[
											"22",
											"{@dice 1d20+45|+45}",
											"{@dice 1d20+42|+42}",
											"{@dice 1d20+37|+37}",
											"{@dice 1d20+35|+35} to {@dice 1d20+31|+31}"
										],
										[
											"23",
											"{@dice 1d20+46|+46}",
											"{@dice 1d20+43|+43}",
											"{@dice 1d20+38|+38}",
											"{@dice 1d20+36|+36} to {@dice 1d20+32|+32}"
										],
										[
											"24",
											"{@dice 1d20+48|+48}",
											"{@dice 1d20+45|+45}",
											"{@dice 1d20+40|+40}",
											"{@dice 1d20+38|+38} to {@dice 1d20+33|+33}"
										]
									]
								},
								{
									"type": "pf2-h3",
									"source": "GMG",
									"page": 61,
									"name": "Special Modifiers",
									"entries": [
										"You can also add special, thematic modifiers for certain skill uses. For instance, you might give a creature that secretes adhesive \"{@skill Athletics} {@dice 1d20+7|+7} ({@dice 1d20+9|+9} to {@action Climb} or {@ability Grab}).\" This special bonus should still remain at or below the extreme number, especially if it has a combat purpose like the Grab bonus above."
									]
								}
							]
						},
						{
							"type": "pf2-h2",
							"source": "GMG",
							"page": 61,
							"name": "Items",
							"entries": [
								"If you gave a creature gear equivalent to a PC, your PCs would gain a huge amount of treasure by defeating a large group of them. Using Table 2\u20134: Safe Items can help you avoid that. A creature can have a single permanent item of the listed level without issue. For example, if a 6th-level creature has a {@i +1 weapon}, that item's not worth so much that the PCs would be massively rich if they encountered many creatures of that type and sold everything they found. You can give a creature several lower-level items too. Just pay attention to your overall treasure as measured against the guidelines on pages 508\u2013510 of the {@i Core Rulebook}. At the lowest levels, a creature can certainly have multiple level 0 items, even though normally a creature should have only one item of the level listed in the Safe Item Level column.",
								"Specific creatures or NPCs have more leeway to break these guidelines because you can plan the rest of your adventure's loot around them. Also, giving a boss villain a powerful magic item makes the fight and its aftermath more interesting.",
								{
									"type": "table",
									"source": "GMG",
									"page": 61,
									"name": "SAFE ITEMS",
									"id": "2-4",
									"colStyles": [
										"text-center",
										"text-center"
									],
									"rows": [
										[
											"Creature Level",
											"Safe Item Level"
										],
										[
											"3 or lower",
											"0"
										],
										[
											"4\u20145",
											"1"
										],
										[
											"6",
											"2 (+1 weapon)"
										],
										[
											"7",
											"3"
										],
										[
											"8",
											"4 (+1 striking weapon)"
										],
										[
											"9",
											"5 (+1 armor)"
										],
										[
											"10",
											"6"
										],
										[
											"11",
											"7"
										],
										[
											"12",
											"8 (+1 resilient armor)"
										],
										[
											"13",
											"9"
										],
										[
											"14",
											"10 (+2 striking weapon)"
										],
										[
											"15",
											"11 (+2 resilient armor)"
										],
										[
											"16",
											"12 (+2 greater striking weapon)"
										],
										[
											"17",
											"13"
										],
										[
											"18",
											"14 (+2 greater resilient armor)"
										],
										[
											"19",
											"15"
										],
										[
											"20",
											"16 (+3 greater striking weapon)"
										],
										[
											"21",
											"17"
										],
										[
											"22",
											"18 (+3 greater resilient armor)"
										],
										[
											"23",
											"19 (+3 major striking weapon)"
										],
										[
											"24",
											"20 (+3 major resilient armor)"
										]
									]
								}
							]
						},
						{
							"type": "pf2-h2",
							"source": "GMG",
							"page": 61,
							"name": "Armor Class",
							"entries": [
								"Because AC is one of the most important combat stats, you need to be more careful with setting this number for any creature you expect will end up in a fight. Low AC typically fits spellcasters, who compensate with their selection of powerful spells. Most creatures use high or moderate AC\u2014high is comparable to what a PC fighter would have. Reserve extreme AC for a creature that is even better defended; these values are for creatures that have defenses similar in power to those of a champion or monk.",
								{
									"type": "table",
									"source": "GMG",
									"page": 62,
									"name": "ARMOR CLASS",
									"id": "2-5",
									"colStyles": [
										"text-center",
										"text-center",
										"text-center",
										"text-center",
										"text-center"
									],
									"rows": [
										[
											"Level",
											"Extreme",
											"High",
											"Moderate",
											"Low"
										],
										[
											"\u20131",
											"18",
											"15",
											"14",
											"12"
										],
										[
											"0",
											"19",
											"16",
											"15",
											"13"
										],
										[
											"1",
											"19",
											"16",
											"15",
											"13"
										],
										[
											"2",
											"21",
											"18",
											"17",
											"15"
										],
										[
											"3",
											"22",
											"19",
											"18",
											"16"
										],
										[
											"4",
											"24",
											"21",
											"20",
											"18"
										],
										[
											"5",
											"25",
											"22",
											"21",
											"19"
										],
										[
											"6",
											"27",
											"24",
											"23",
											"21"
										],
										[
											"7",
											"28",
											"25",
											"24",
											"22"
										],
										[
											"8",
											"30",
											"27",
											"26",
											"24"
										],
										[
											"9",
											"31",
											"28",
											"27",
											"25"
										],
										[
											"10",
											"33",
											"30",
											"29",
											"27"
										],
										[
											"11",
											"34",
											"31",
											"30",
											"28"
										],
										[
											"12",
											"36",
											"33",
											"32",
											"30"
										],
										[
											"13",
											"37",
											"34",
											"33",
											"31"
										],
										[
											"14",
											"39",
											"36",
											"35",
											"33"
										],
										[
											"15",
											"40",
											"37",
											"36",
											"34"
										],
										[
											"16",
											"42",
											"39",
											"38",
											"36"
										],
										[
											"17",
											"43",
											"40",
											"39",
											"37"
										],
										[
											"18",
											"45",
											"42",
											"41",
											"39"
										],
										[
											"19",
											"46",
											"43",
											"42",
											"40"
										],
										[
											"20",
											"48",
											"45",
											"44",
											"42"
										],
										[
											"21",
											"49",
											"46",
											"45",
											"43"
										],
										[
											"22",
											"51",
											"48",
											"47",
											"45"
										],
										[
											"23",
											"52",
											"49",
											"48",
											"46"
										],
										[
											"24",
											"54",
											"51",
											"50",
											"48"
										]
									]
								},
								{
									"type": "pf2-h3",
									"source": "GMG",
									"page": 62,
									"name": "Compensating with Hp and Saves",
									"entries": [
										"You might adjust your creature's HP, AC, and saves in tandem. Almost no creature has great defenses in all areas, as such creatures often result in frustrating fights. A creature with higher AC might have fewer HP and weaker saves, and one that's easy to hit could have more HP and a strong Fortitude to compensate. This depends on the theme of the creature. An extreme AC might mean reducing the creature's HP to the next lowest category, or reducing its HP by a smaller amount and making another reduction elsewhere."
									]
								},
								{
									"type": "pf2-brown-box",
									"source": "GMG",
									"page": 61,
									"name": "IMPROVISING A CREATURE",
									"entries": [
										"As you get more experienced, you might find that you don't need to build some creatures in advance. In many cases, especially for simple creatures, you can just select values from the relevant tables on the fly and track its HP. When you do, track which value you used as it came up. For instance, let's say you're improvising a 2nd-level kobold soldier. When it's time for initiative, you decide it has moderate {@skill Perception} and jot down \"Per +8.\" Your group's fighter beats it at initiative and attacks. You decide the soldier has high AC\u2014looking at Table 2\u20135, you see that's 18\u2014and add this information to your note.",
										"The fighter's {@action Strike} hits, and you select the low end of high HP: 36. Well, now it's 25. Your note says \"Per +8, AC 18, HP 25.\" If it gets to take a turn, you can give it a {@action Strike} then."
									]
								}
							]
						},
						{
							"type": "pf2-h2",
							"source": "GMG",
							"page": 62,
							"name": "Saving Throws",
							"entries": [
								"You can often set saves quickly by assigning one high, one moderate, and one low modifier. Some creatures might vary from this, either because they have poor AC but better saves or because they should thematically have multiple good saves and compensate elsewhere. You have more flexibility with saves, and having one save off the listed number by 1 is rarely a big deal. Pay attention to the creature's Con, Dex, and Wis modifiers\u2014these don't have to correspond to the creature's saves exactly, but should inform your choices.",
								"Extreme saves often pair with extreme or high ability modifiers. Almost no creature should have more than one extreme save, even at high levels. Assign terrible saves to creatures that have a clear weak point\u2014for example, a nearly immobile creature would have a terrible Reflex save.",
								{
									"type": "table",
									"source": "GMG",
									"page": 62,
									"name": "SAVING THROWS",
									"id": "2-6",
									"colStyles": [
										"text-center",
										"text-center",
										"text-center",
										"text-center",
										"text-center",
										"text-center"
									],
									"rows": [
										[
											"Level",
											"Extreme",
											"High",
											"Moderate",
											"Low",
											"Terrible"
										],
										[
											"\u20131",
											"{@dice 1d20+9|+9}",
											"{@dice 1d20+8|+8}",
											"{@dice 1d20+5|+5}",
											"{@dice 1d20+2|+2}",
											"{@dice 1d20+0|+0}"
										],
										[
											"0",
											"{@dice 1d20+10|+10}",
											"{@dice 1d20+9|+9}",
											"{@dice 1d20+6|+6}",
											"{@dice 1d20+3|+3}",
											"{@dice 1d20+1|+1}"
										],
										[
											"1",
											"{@dice 1d20+11|+11}",
											"{@dice 1d20+10|+10}",
											"{@dice 1d20+7|+7}",
											"{@dice 1d20+4|+4}",
											"{@dice 1d20+2|+2}"
										],
										[
											"2",
											"{@dice 1d20+12|+12}",
											"{@dice 1d20+11|+11}",
											"{@dice 1d20+8|+8}",
											"{@dice 1d20+5|+5}",
											"{@dice 1d20+3|+3}"
										],
										[
											"3",
											"{@dice 1d20+14|+14}",
											"{@dice 1d20+12|+12}",
											"{@dice 1d20+9|+9}",
											"{@dice 1d20+6|+6}",
											"{@dice 1d20+4|+4}"
										],
										[
											"4",
											"{@dice 1d20+15|+15}",
											"{@dice 1d20+14|+14}",
											"{@dice 1d20+11|+11}",
											"{@dice 1d20+8|+8}",
											"{@dice 1d20+6|+6}"
										],
										[
											"5",
											"{@dice 1d20+17|+17}",
											"{@dice 1d20+15|+15}",
											"{@dice 1d20+12|+12}",
											"{@dice 1d20+9|+9}",
											"{@dice 1d20+7|+7}"
										],
										[
											"6",
											"{@dice 1d20+18|+18}",
											"{@dice 1d20+17|+17}",
											"{@dice 1d20+14|+14}",
											"{@dice 1d20+11|+11}",
											"{@dice 1d20+8|+8}"
										],
										[
											"7",
											"{@dice 1d20+20|+20}",
											"{@dice 1d20+18|+18}",
											"{@dice 1d20+15|+15}",
											"{@dice 1d20+12|+12}",
											"{@dice 1d20+10|+10}"
										],
										[
											"8",
											"{@dice 1d20+21|+21}",
											"{@dice 1d20+19|+19}",
											"{@dice 1d20+16|+16}",
											"{@dice 1d20+13|+13}",
											"{@dice 1d20+11|+11}"
										],
										[
											"9",
											"{@dice 1d20+23|+23}",
											"{@dice 1d20+21|+21}",
											"{@dice 1d20+18|+18}",
											"{@dice 1d20+15|+15}",
											"{@dice 1d20+12|+12}"
										],
										[
											"10",
											"{@dice 1d20+24|+24}",
											"{@dice 1d20+22|+22}",
											"{@dice 1d20+19|+19}",
											"{@dice 1d20+16|+16}",
											"{@dice 1d20+14|+14}"
										],
										[
											"11",
											"{@dice 1d20+26|+26}",
											"{@dice 1d20+24|+24}",
											"{@dice 1d20+21|+21}",
											"{@dice 1d20+18|+18}",
											"{@dice 1d20+15|+15}"
										],
										[
											"12",
											"{@dice 1d20+27|+27}",
											"{@dice 1d20+25|+25}",
											"{@dice 1d20+22|+22}",
											"{@dice 1d20+19|+19}",
											"{@dice 1d20+16|+16}"
										],
										[
											"13",
											"{@dice 1d20+29|+29}",
											"{@dice 1d20+26|+26}",
											"{@dice 1d20+23|+23}",
											"{@dice 1d20+20|+20}",
											"{@dice 1d20+18|+18}"
										],
										[
											"14",
											"{@dice 1d20+30|+30}",
											"{@dice 1d20+28|+28}",
											"{@dice 1d20+25|+25}",
											"{@dice 1d20+22|+22}",
											"{@dice 1d20+19|+19}"
										],
										[
											"15",
											"{@dice 1d20+32|+32}",
											"{@dice 1d20+29|+29}",
											"{@dice 1d20+26|+26}",
											"{@dice 1d20+23|+23}",
											"{@dice 1d20+20|+20}"
										],
										[
											"16",
											"{@dice 1d20+33|+33}",
											"{@dice 1d20+30|+30}",
											"{@dice 1d20+28|+28}",
											"{@dice 1d20+25|+25}",
											"{@dice 1d20+22|+22}"
										],
										[
											"17",
											"{@dice 1d20+35|+35}",
											"{@dice 1d20+32|+32}",
											"{@dice 1d20+29|+29}",
											"{@dice 1d20+26|+26}",
											"{@dice 1d20+23|+23}"
										],
										[
											"18",
											"{@dice 1d20+36|+36}",
											"{@dice 1d20+33|+33}",
											"{@dice 1d20+30|+30}",
											"{@dice 1d20+27|+27}",
											"{@dice 1d20+24|+24}"
										],
										[
											"19",
											"{@dice 1d20+38|+38}",
											"{@dice 1d20+35|+35}",
											"{@dice 1d20+32|+32}",
											"{@dice 1d20+29|+29}",
											"{@dice 1d20+26|+26}"
										],
										[
											"20",
											"{@dice 1d20+39|+39}",
											"{@dice 1d20+36|+36}",
											"{@dice 1d20+33|+33}",
											"{@dice 1d20+30|+30}",
											"{@dice 1d20+27|+27}"
										],
										[
											"21",
											"{@dice 1d20+41|+41}",
											"{@dice 1d20+38|+38}",
											"{@dice 1d20+35|+35}",
											"{@dice 1d20+32|+32}",
											"{@dice 1d20+28|+28}"
										],
										[
											"22",
											"{@dice 1d20+43|+43}",
											"{@dice 1d20+39|+39}",
											"{@dice 1d20+36|+36}",
											"{@dice 1d20+33|+33}",
											"{@dice 1d20+30|+30}"
										],
										[
											"23",
											"{@dice 1d20+44|+44}",
											"{@dice 1d20+40|+40}",
											"{@dice 1d20+37|+37}",
											"{@dice 1d20+34|+34}",
											"{@dice 1d20+31|+31}"
										],
										[
											"24",
											"{@dice 1d20+46|+46}",
											"{@dice 1d20+42|+42}",
											"{@dice 1d20+38|+38}",
											"{@dice 1d20+36|+36}",
											"{@dice 1d20+32|+32}"
										]
									]
								}
							]
						},
						{
							"type": "pf2-h2",
							"source": "GMG",
							"page": 62,
							"name": "Hit Points",
							"entries": [
								"Give a creature HP in the moderate range unless its theme strongly suggests it should use another range. Spellcasters, for example, often have low HP. Brutish creatures usually have high HP, compensating with lower AC, weaker saves, few tactical options, or other limitations. As mentioned in the Armor Class section above, you don't want a creature with extreme AC to have high HP too.",
								"Hit Points are closely tied in with immunities, weaknesses, and resistances, so if your creature has any of those, look at that section before finalizing HP (page 63)",
								{
									"type": "pf2-h3",
									"source": "GMG",
									"page": 62,
									"name": "Regeneration and Healing Abilities",
									"entries": [
										"Your creature might have regeneration, fast healing, or some other ability to heal itself. These healing abilities can greatly affect the flow of a fight. Regeneration or fast healing heals some number of hits each round\u2014usually one to one and a half hits. To determine the number of Hit Points it should restore, look at the high damage value on Table 2\u201310: {@action Strike} Damage (page 65) and multiply that value by the number of hits healed. For instance, if the high damage is 20, regeneration between 20 to 30 makes sense. The value should be higher if the regeneration is easy to overcome\u2014and remember that most regeneration gets easier to overcome at higher levels. Also, you might want to decrease the creature's total HP by double its regeneration value. Fast healing follows the same rules, but because it can't prevent a creature's death and there isn't always have a way to deactivate it, you might want to give the creature more HP instead of fast healing to keep things simple.",
										"If a creature can use an ability that heals it, that ability typically restores more HP since it costs actions. An at-will healing ability should be based on a {@i heal} spell 2 levels lower than the highest-level spell a creature of that level could ordinarily cast (for example, an 11th-level creature can typically cast up to 6th-level spells, so you would base its healing ability on a 4th-level {@i heal} spell). If the ability both deals damage and heals, use that same baseline scale from above but with {@i vampiric touch} instead of {@i heal}"
									]
								},
								{
									"type": "table",
									"source": "GMG",
									"page": 63,
									"name": "HIT POINTS",
									"id": "2-7",
									"colStyles": [
										"text-center",
										"text-center",
										"text-center",
										"text-center"
									],
									"rows": [
										[
											"Level",
											"High",
											"Moderate",
											"Low"
										],
										[
											"\u20131",
											"9",
											"8\u20137",
											"6\u20135"
										],
										[
											"0",
											"20\u201317",
											"16\u201314",
											"13\u201311"
										],
										[
											"1",
											"26\u201324",
											"21\u201319",
											"16\u201314"
										],
										[
											"2",
											"40\u201336",
											"32\u201328",
											"25\u201321"
										],
										[
											"3",
											"59\u201353",
											"48\u201342",
											"37\u201331"
										],
										[
											"4",
											"78\u201372",
											"63\u201357",
											"48\u201342"
										],
										[
											"5",
											"97\u201391",
											"78\u201372",
											"59\u201353"
										],
										[
											"6",
											"123\u2013115",
											"99\u201391",
											"75\u201367"
										],
										[
											"7",
											"148\u2013140",
											"119\u2013111",
											"90\u201382"
										],
										[
											"8",
											"173\u2013165",
											"139\u2013131",
											"105\u201397"
										],
										[
											"9",
											"198\u2013190",
											"159\u2013151",
											"120\u2013112"
										],
										[
											"10",
											"223\u2013215",
											"179\u2013171",
											"135\u2013127"
										],
										[
											"11",
											"248\u2013240",
											"199\u2013191",
											"150\u2013142"
										],
										[
											"12",
											"273\u2013265",
											"219\u2013211",
											"165\u2013157"
										],
										[
											"13",
											"298\u2013290",
											"239\u2013231",
											"180\u2013172"
										],
										[
											"14",
											"323\u2013315",
											"259\u2013251",
											"195\u2013187"
										],
										[
											"15",
											"348\u2013340",
											"279\u2013271",
											"210\u2013202"
										],
										[
											"16",
											"373\u2013365",
											"299\u2013291",
											"225\u2013217"
										],
										[
											"17",
											"398\u2013390",
											"319\u2013311",
											"240\u2013232"
										],
										[
											"18",
											"423\u2013415",
											"339\u2013331",
											"255\u2013247"
										],
										[
											"19",
											"448\u2013440",
											"359\u2013351",
											"270\u2013262"
										],
										[
											"20",
											"473\u2013465",
											"379\u2013371",
											"285\u2013277"
										],
										[
											"21",
											"505\u2013495",
											"405\u2013395",
											"305\u2013295"
										],
										[
											"22",
											"544\u2013532",
											"436\u2013424",
											"329\u2013317"
										],
										[
											"23",
											"581\u2013569",
											"466\u2013454",
											"351\u2013339"
										],
										[
											"24",
											"633\u2013617",
											"508\u2013492",
											"383\u2013367"
										]
									]
								}
							]
						},
						{
							"type": "pf2-h2",
							"source": "GMG",
							"page": 63,
							"name": "Immunities, Weaknesses, and Resistances",
							"entries": [
								"If it's highly thematic for a creature to have an immunity, weakness, or resistance, consider adding it. Table 2\u20138 lists the ranges for weaknesses and resistances by level.",
								"Immunities are generally reserved for creatures made of an unusual substance (like a fire elemental being immune to fire). You can also give an immunity if a creature's biology or construction would logically cause it to be unaffected (like a mindless creature's immunity to {@trait mental} effects)",
								"If the creature should be hard to affect with something but the conditions above aren't true, give it a resistance instead. For instance, a giant octopus isn't actually made of cold water, so it wouldn't be immune to cold, but its life in the ocean depths make it resistant to cold. You'll typically use the lower end of the value on Table 2\u20138 for a broad resistance that applies to a wide range of effects, like \"physical 5 (except silver)\" and the higher end for something narrower, like a single damage type. A creature with a resistance, especially a broad resistance or a physical resistance, usually has fewer HP.",
								"Giving your creature a weakness adds flavor to it and greatly rewards effective player tactics once your players identify the weakness. The weakness should apply to one damage type or phenomenon and use the high end of the scale. Creatures typically have at most one weakness. If a creature has a weakness, especially to something common, give it additional HP. The amount of additional HP might depend on how tough the creature should feel if the PCs don't exploit its weakness; a tough creature might have additional HP equal to quadruple the weakness value.",
								"A creature with a hard-to-exploit weakness might have additional HP equal to the weakness value or less.",
								{
									"type": "table",
									"source": "GMG",
									"page": 63,
									"name": "RESISTANCES AND WEAKNESSES",
									"id": "2-8",
									"colStyles": [
										"text-center",
										"text-center",
										"text-center"
									],
									"rows": [
										[
											"Level",
											"Maximum",
											"Minimum"
										],
										[
											"\u20131",
											"1",
											"1"
										],
										[
											"0",
											"3",
											"1"
										],
										[
											"1",
											"3",
											"2"
										],
										[
											"2",
											"5",
											"2"
										],
										[
											"3",
											"6",
											"3"
										],
										[
											"4",
											"7",
											"4"
										],
										[
											"5",
											"8",
											"4"
										],
										[
											"6",
											"9",
											"5"
										],
										[
											"7",
											"10",
											"5"
										],
										[
											"8",
											"11",
											"6"
										],
										[
											"9",
											"12",
											"6"
										],
										[
											"10",
											"13",
											"7"
										],
										[
											"11",
											"14",
											"7"
										],
										[
											"12",
											"15",
											"8"
										],
										[
											"13",
											"16",
											"8"
										],
										[
											"14",
											"17",
											"9"
										],
										[
											"15",
											"18",
											"9"
										],
										[
											"16",
											"19",
											"9"
										],
										[
											"17",
											"19",
											"10"
										],
										[
											"18",
											"20",
											"10"
										],
										[
											"19",
											"21",
											"11"
										],
										[
											"20",
											"22",
											"11"
										],
										[
											"21",
											"23",
											"12"
										],
										[
											"22",
											"24",
											"12"
										],
										[
											"23",
											"25",
											"13"
										],
										[
											"24",
											"26",
											"13"
										]
									]
								},
								"The combination of more HP and a weakness has a different feel from standard HP with resistances. If the creature being an impervious tank really fits its theme, use a resistance with an exception, such as \"physical 5 (except silver).\" If, however, it makes more sense for normal hits to get through and the creature to simply have great staying power, use more HP and a weakness. Skeletons and zombies are a good example of the difference between these styles. Skeletons have resistances because they're bony and hard to hurt. Zombies, on the other hand, have more HP and a weakness to slashing damage\u2014they're tougher, but their bodies aren't built to deflect weapon attacks, and slashing attacks can rip them up quickly."
							]
						},
						{
							"type": "pf2-h2",
							"source": "GMG",
							"page": 64,
							"name": "Speed",
							"entries": [
								"Your creature's Speed should be 25 feet if it moves like a human. Beyond that, you can set the Speed to whatever makes sense. Remember that the creature can move up to triple this number if it spends its whole turn moving, so if you want the PCs to be able to chase the creature, its Speed can be only so high. Creatures at higher levels need ways to deal with flying PCs, speedy PCs, and PCs with more efficient actions that let them engage and retreat more easily. This might mean adding a fly Speed, giving the creature ranged attacks, and so forth.",
								"Creatures can have climb and swim Speeds even at low levels. While you can give your creature a fly Speed at those low levels, it's better to wait until around 7th level (when PCs gain access to {@i fly}) to give your creature a fly Speed if it also has ranged attacks or another way to harry the PCs from a distance indefinitely."
							]
						},
						{
							"type": "pf2-h2",
							"source": "GMG",
							"page": 64,
							"name": "Strikes",
							"entries": [
								"When building your creature's selection of {@action Strike||Strikes}, use the following sections to set the {@action Strike}'s attack bonus and damage. Give the attack all the normal traits if it's a weapon; for unarmed attacks or weapons you invent, give whatever traits you feel are appropriate. Note that these traits might influence the damage you give the {@action Strike}.",
								"You might want to make sure a creature has an unarmed attack if you think it's likely to get disarmed. At 7th level and higher, PCs might have the ability to fly, which makes it more important for creatures to have decent ranged {@action Strike||Strikes} to make sure they aren't totally hopeless against flying PCs (though they could instead have fast fly Speeds or something similar)",
								{
									"type": "pf2-h3",
									"source": "GMG",
									"page": 64,
									"name": "Strike Attack Bonus",
									"entries": [
										"Use a high attack bonus for combat creatures\u2014fighter types\u2014that also usually have high damage. A creature could have a higher attack bonus and lower damage, or vice versa (for instance, a moderate attack bonus and extreme damage might fit a creature that's more like a barbarian), instead of having a poor statistic in another category. Spellcasters typically have poor attack bonuses, potentially in exchange for extreme spell DCs."
									]
								},
								{
									"type": "table",
									"source": "GMG",
									"page": 64,
									"name": "STRIKE ATTACK BONUS",
									"id": "2-9",
									"colStyles": [
										"text-center",
										"text-center",
										"text-center",
										"text-center",
										"text-center"
									],
									"rows": [
										[
											"Level",
											"Extreme",
											"High",
											"Moderate",
											"Low"
										],
										[
											"\u20131",
											"{@dice 1d20+10|+10}",
											"{@dice 1d20+8|+8}",
											"{@dice 1d20+6|+6}",
											"{@dice 1d20+4|+4}"
										],
										[
											"0",
											"{@dice 1d20+10|+10}",
											"{@dice 1d20+8|+8}",
											"{@dice 1d20+6|+6}",
											"{@dice 1d20+4|+4}"
										],
										[
											"1",
											"{@dice 1d20+11|+11}",
											"{@dice 1d20+9|+9}",
											"{@dice 1d20+7|+7}",
											"{@dice 1d20+5|+5}"
										],
										[
											"2",
											"{@dice 1d20+13|+13}",
											"{@dice 1d20+11|+11}",
											"{@dice 1d20+9|+9}",
											"{@dice 1d20+7|+7}"
										],
										[
											"3",
											"{@dice 1d20+14|+14}",
											"{@dice 1d20+12|+12}",
											"{@dice 1d20+10|+10}",
											"{@dice 1d20+8|+8}"
										],
										[
											"4",
											"{@dice 1d20+16|+16}",
											"{@dice 1d20+14|+14}",
											"{@dice 1d20+12|+12}",
											"{@dice 1d20+9|+9}"
										],
										[
											"5",
											"{@dice 1d20+17|+17}",
											"{@dice 1d20+15|+15}",
											"{@dice 1d20+13|+13}",
											"{@dice 1d20+11|+11}"
										],
										[
											"6",
											"{@dice 1d20+19|+19}",
											"{@dice 1d20+17|+17}",
											"{@dice 1d20+15|+15}",
											"{@dice 1d20+12|+12}"
										],
										[
											"7",
											"{@dice 1d20+20|+20}",
											"{@dice 1d20+18|+18}",
											"{@dice 1d20+16|+16}",
											"{@dice 1d20+13|+13}"
										],
										[
											"8",
											"{@dice 1d20+22|+22}",
											"{@dice 1d20+20|+20}",
											"{@dice 1d20+18|+18}",
											"{@dice 1d20+15|+15}"
										],
										[
											"9",
											"{@dice 1d20+23|+23}",
											"{@dice 1d20+21|+21}",
											"{@dice 1d20+19|+19}",
											"{@dice 1d20+16|+16}"
										],
										[
											"10",
											"{@dice 1d20+25|+25}",
											"{@dice 1d20+23|+23}",
											"{@dice 1d20+21|+21}",
											"{@dice 1d20+17|+17}"
										],
										[
											"11",
											"{@dice 1d20+27|+27}",
											"{@dice 1d20+24|+24}",
											"{@dice 1d20+22|+22}",
											"{@dice 1d20+19|+19}"
										],
										[
											"12",
											"{@dice 1d20+28|+28}",
											"{@dice 1d20+26|+26}",
											"{@dice 1d20+24|+24}",
											"{@dice 1d20+20|+20}"
										],
										[
											"13",
											"{@dice 1d20+29|+29}",
											"{@dice 1d20+27|+27}",
											"{@dice 1d20+25|+25}",
											"{@dice 1d20+21|+21}"
										],
										[
											"14",
											"{@dice 1d20+31|+31}",
											"{@dice 1d20+29|+29}",
											"{@dice 1d20+27|+27}",
											"{@dice 1d20+23|+23}"
										],
										[
											"15",
											"{@dice 1d20+32|+32}",
											"{@dice 1d20+30|+30}",
											"{@dice 1d20+28|+28}",
											"{@dice 1d20+24|+24}"
										],
										[
											"16",
											"{@dice 1d20+34|+34}",
											"{@dice 1d20+32|+32}",
											"{@dice 1d20+30|+30}",
											"{@dice 1d20+25|+25}"
										],
										[
											"17",
											"{@dice 1d20+35|+35}",
											"{@dice 1d20+33|+33}",
											"{@dice 1d20+31|+31}",
											"{@dice 1d20+27|+27}"
										],
										[
											"18",
											"{@dice 1d20+37|+37}",
											"{@dice 1d20+35|+35}",
											"{@dice 1d20+33|+33}",
											"{@dice 1d20+28|+28}"
										],
										[
											"19",
											"{@dice 1d20+38|+38}",
											"{@dice 1d20+36|+36}",
											"{@dice 1d20+34|+34}",
											"{@dice 1d20+29|+29}"
										],
										[
											"20",
											"{@dice 1d20+40|+40}",
											"{@dice 1d20+38|+38}",
											"{@dice 1d20+36|+36}",
											"{@dice 1d20+31|+31}"
										],
										[
											"21",
											"{@dice 1d20+41|+41}",
											"{@dice 1d20+39|+39}",
											"{@dice 1d20+37|+37}",
											"{@dice 1d20+32|+32}"
										],
										[
											"22",
											"{@dice 1d20+43|+43}",
											"{@dice 1d20+41|+41}",
											"{@dice 1d20+39|+39}",
											"{@dice 1d20+33|+33}"
										],
										[
											"23",
											"{@dice 1d20+44|+44}",
											"{@dice 1d20+42|+42}",
											"{@dice 1d20+40|+40}",
											"{@dice 1d20+35|+35}"
										],
										[
											"24",
											"{@dice 1d20+46|+46}",
											"{@dice 1d20+44|+44}",
											"{@dice 1d20+42|+42}",
											"{@dice 1d20+36|+36}"
										]
									]
								},
								{
									"type": "pf2-h3",
									"source": "GMG",
									"page": 64,
									"name": "Strike Damage",
									"entries": [
										"Table 2\u201310 on the next page gives the damage a creature should deal with a single {@action Strike}. You might use a lower category if the creature has better accuracy, or a higher category if its accuracy is lower.",
										"A creature that's meant to be primarily a combat threat uses high damage for its melee {@action Strike||Strikes}, or moderate for melee {@action Strike||Strikes} that have the {@trait agile} trait. Ranged attacks more typically use the moderate value, or even low. A creature that's meant to be highly damaging uses the extreme damage values, but might then have a moderate attack bonus. As with most statistics, extreme damage is more likely at higher levels. You can also use the extreme value for special attacks that the creature can use only a limited number of times or under circumstances that aren't likely to happen every round.",
										"More versatile creatures, such as ones that can cast some spells and aren't meant to primarily get their damage through {@action Strike||Strikes}, go one category lower: moderate for their main melee {@action Strike||Strikes}, low for agile and ranged {@action Strike||Strikes}.",
										"Spellcasters and other creatures that aren't meant to be competent in a direct fight might use the low damage value, or even less if they completely don't care about their {@action Strike||Strikes}.",
										"On Table 2\u201310, you'll find a damage expression (a die roll or rolls plus a flat modifier) you can use as is, or you can take the damage in parentheses and build your own damage expression to hit that number. If you do the latter, remember that a d4 counts as 2.5 damage, a d6 as 3.5, a d8 as 4.5, a d10 as 5.5, and a d12 as 6.5. Usually a damage expression works best when roughly half the damage is from dice and half is from the flat modifier. If your creature deals special damage, like {@damage 1d6} fire from {@item flaming (generic)||flaming} attacks, that counts toward its total damage per {@action Strike}. Keep in mind that a creature using a weapon should have a damage value that feels right for that weapon. Extreme damage works well for two-handed weapons that uses d10s or d12s for damage. On the other hand, a dagger uses only d4s, so a dagger wielder would need something like sneak attack to deal extreme damage, or you might compensate for the dagger's lower damage per {@action Strike} by giving the creature the ability to attack more efficiently or use other tricks."
									]
								},
								{
									"type": "table",
									"source": "GMG",
									"page": 65,
									"name": "STRIKE DAMAGE",
									"id": "2-10",
									"colStyles": [
										"text-center",
										"text-center",
										"text-center",
										"text-center",
										"text-center"
									],
									"rows": [
										[
											"Level",
											"Extreme",
											"High",
											"Moderate",
											"Low"
										],
										[
											"\u20131",
											"{@dice 1d6+1} (4)",
											"{@dice 1d4+1} (3)",
											"{@dice 1d4} (3)",
											"{@dice 1d4} (2)"
										],
										[
											"0",
											"{@dice 1d6+3} (6)",
											"{@dice 1d6+2} (5)",
											"{@dice 1d4+2} (4)",
											"{@dice 1d4+1} (3)"
										],
										[
											"1",
											"{@dice 1d8+4} (8)",
											"{@dice 1d6+3} (6)",
											"{@dice 1d6+2} (5)",
											"{@dice 1d4+2} (4)"
										],
										[
											"2",
											"{@dice 1d12+4} (11)",
											"{@dice 1d10+4} (9)",
											"{@dice 1d8+4} (8)",
											"{@dice 1d6+3} (6)"
										],
										[
											"3",
											"{@dice 1d12+8} (15)",
											"{@dice 1d10+6} (12)",
											"{@dice 1d8+6} (10)",
											"{@dice 1d6+5} (8)"
										],
										[
											"4",
											"{@dice 2d10+7} (18)",
											"{@dice 2d8+5} (14)",
											"{@dice 2d6+5} (12)",
											"{@dice 2d4+4} (9)"
										],
										[
											"5",
											"{@dice 2d12+7} (20)",
											"{@dice 2d8+7} (16)",
											"{@dice 2d6+6} (13)",
											"{@dice 2d4+6} (11)"
										],
										[
											"6",
											"{@dice 2d12+10} (23)",
											"{@dice 2d8+9} (18)",
											"{@dice 2d6+8} (15)",
											"{@dice 2d4+7} (12)"
										],
										[
											"7",
											"{@dice 2d12+12} (25)",
											"{@dice 2d10+9} (20)",
											"{@dice 2d8+8} (17)",
											"{@dice 2d6+6} (13)"
										],
										[
											"8",
											"{@dice 2d12+15} (28)",
											"{@dice 2d10+11} (22)",
											"{@dice 2d8+9} (18)",
											"{@dice 2d6+8} (15)"
										],
										[
											"9",
											"{@dice 2d12+17} (30)",
											"{@dice 2d10+13} (24)",
											"{@dice 2d8+11} (20)",
											"{@dice 2d6+9} (16)"
										],
										[
											"10",
											"{@dice 2d12+20} (33)",
											"{@dice 2d12+13} (26)",
											"{@dice 2d10+11} (22)",
											"{@dice 2d6+10} (17)"
										],
										[
											"11",
											"{@dice 2d12+22} (35)",
											"{@dice 2d12+15} (28)",
											"{@dice 2d10+12} (23)",
											"{@dice 2d8+10} (19)"
										],
										[
											"12",
											"{@dice 3d12+19} (38)",
											"{@dice 3d10+14} (30)",
											"{@dice 3d8+12} (25)",
											"{@dice 3d6+10} (20)"
										],
										[
											"13",
											"{@dice 3d12+21} (40)",
											"{@dice 3d10+16} (32)",
											"{@dice 3d8+14} (27)",
											"{@dice 3d6+11} (21)"
										],
										[
											"14",
											"{@dice 3d12+24} (43)",
											"{@dice 3d10+18} (34)",
											"{@dice 3d8+15} (28)",
											"{@dice 3d6+13} (23)"
										],
										[
											"15",
											"{@dice 3d12+26} (45)",
											"{@dice 3d12+17} (36)",
											"{@dice 3d10+14} (30)",
											"{@dice 3d6+14} (24)"
										],
										[
											"16",
											"{@dice 3d12+29} (48)",
											"{@dice 3d12+18} (37)",
											"{@dice 3d10+15} (31)",
											"{@dice 3d6+15} (25)"
										],
										[
											"17",
											"{@dice 3d12+31} (50)",
											"{@dice 3d12+19} (38)",
											"{@dice 3d10+16} (32)",
											"{@dice 3d6+16} (26)"
										],
										[
											"18",
											"{@dice 3d12+34} (53)",
											"{@dice 3d12+20} (40)",
											"{@dice 3d10+17} (33)",
											"{@dice 3d6+17} (27)"
										],
										[
											"19",
											"{@dice 4d12+29} (55)",
											"{@dice 4d10+20} (42)",
											"{@dice 4d8+17} (35)",
											"{@dice 4d6+14} (28)"
										],
										[
											"20",
											"{@dice 4d12+32} (58)",
											"{@dice 4d10+22} (44)",
											"{@dice 4d8+19} (37)",
											"{@dice 4d6+15} (29)"
										],
										[
											"21",
											"{@dice 4d12+34} (60)",
											"{@dice 4d10+24} (46)",
											"{@dice 4d8+20} (38)",
											"{@dice 4d6+17} (31)"
										],
										[
											"22",
											"{@dice 4d12+37} (63)",
											"{@dice 4d10+26} (48)",
											"{@dice 4d8+22} (40)",
											"{@dice 4d6+18} (32)"
										],
										[
											"23",
											"{@dice 4d12+39} (65)",
											"{@dice 4d12+24} (50)",
											"{@dice 4d10+20} (42)",
											"{@dice 4d6+19} (33)"
										],
										[
											"24",
											"{@dice 4d12+42} (68)",
											"{@dice 4d12+26} (52)",
											"{@dice 4d10+22} (44)",
											"{@dice 4d6+21} (35)"
										]
									]
								},
								{
									"type": "pf2-brown-box",
									"source": "GMG",
									"page": 65,
									"name": "MANUFACTURED WEAPONS",
									"entries": [
										"As noted in Items on page 61, most creatures have less treasure than PCs, so those that rely on manufactured weapons are significantly weaker if you don't adjust the weapons' damage to compensate. The method for determining {@action Strike} damage on page 64 abstracts over the sources of damage so you don't have to worry about adjusting the weapon's damage. If you do decide to calculate the weapon's damage, give your creature weapon specialization or greater weapon specialization much earlier than a PC would get it. You might also need to add sneak attack or similar abilities to make the creature deal more damage.",
										"On the flip side, you might want to use a one-off creature as a source of a particularly high-level piece of treasure, such as a magic weapon. In these cases, you might want to make the attack bonus higher for the potency rune or the damage higher for a potent striking rune so the PCs feel the weapon's effect before they obtain it. This will make the treasure feel more powerful, since they've already been on the receiving end."
									]
								}
							]
						},
						{
							"type": "pf2-h2",
							"source": "GMG",
							"page": 65,
							"name": "Spells",
							"entries": [
								"Your creature might have magical abilities that are best represented by spells. If you're making a highly spellcasting-themed creature, give it prepared or spontaneous spells. For a creature that has spells due to its magical nature, especially if that magic isn't its core focus, consider giving it some innate spells instead.",
								"How many spells you should give a creature depends on how you expect it to spend its actions in combat. If it's primarily going to be making {@action Strike||Strikes}, it might not have any spells, or it might just have a few to help it move around better or protect against certain types of magic.",
								"When choosing spells, lean hard into the creature's theme. While many PCs choose spells to cover a wide variety of situations, creatures are more evocative the more focused they are. Consider selecting about three-quarters of the spells based on relevance to the theme and the remainder for other things. However, make sure the spells aren't one note\u2014selecting {@i fireball} for most of a creature's spell slots doesn't make for a compelling fire creature in the way a diverse selection of fire spells would.",
								"When choosing spells, some spells won't be very useful if cast at an extremely low level compared to the creature's levels. Most notably, damaging spells drop off in usefulness for a creature that's expected to last only a single fight. A damaging spell 2 levels below the highest level a creature of that level can cast is still potentially useful, but beyond that, don't bother. Spells that have the {@trait incapacitation} trait should be in the highest level slot if you want the creature to potentially get their full effect against PCs.",
								{
									"type": "pf2-h3",
									"source": "GMG",
									"page": 65,
									"name": "Spell Dc and Spell Attack Roll",
									"entries": [
										"Set the creature's spell DC and spell attack roll using Table 2\u201311 on page 66. Most creatures use the same DC for all their spells, even if they have multiple types, such as a creature with both prepared spells and innate spells.",
										"Use the high numbers for primary casters, and the moderate numbers for creatures that have some supplemental spells but are focused more on combat.",
										"At 15th level and higher, the extreme numbers become standard for spellcasters. A few creatures might use the extreme numbers at lower levels, but they tend to be highly specialized, with very weak defenses and {@action Strike||Strikes}.",
										"Secondary spellcasters can go up to high numbers if they're above 15th level and have offensive spells. There is no low value\u2014the creature shouldn't have any spells in the first place if it would be that bad at using them!"
									]
								},
								{
									"type": "pf2-h3",
									"source": "GMG",
									"page": 66,
									"name": "Prepared and Spontaneous Spells",
									"entries": [
										"Spell slots work best for creatures that are meant to play like PC spellcasters. Choose the magical tradition best suited to the creature. You aren't strictly limited to that tradition's spell list, though sticking close to it will make your creature's connection to that tradition more clear. The decision to use prepared or spontaneous spellcasting should align with the creature's theme: a spontaneous spellcaster fits well as a one-off creature, since spontaneous spellcasting grants greater flexibility in the middle of battle, while a prepared spellcaster makes for a great recurring character who can change their spells between appearances.",
										"For a creature that can cast as many spells as a PC spellcaster, the highest spell level the creature can cast is half its level rounded up. It gets five cantrips. If the creature's level is odd, it gets two spell slots of the highest spell level (plus three spell slots of each lower level), or three spell slots of that level (plus four spell slots of each lower level). If its level is even, it gets three spell slots of the highest spell level (plus three spell slots of each lower level), or four spell slots of that level (plus four spell slots of each lower level)",
										"Because creatures tend to be \"on stage\" for only a short time, you usually don't need to fill every spell slot. You can often fill just the top three levels of spells, pick cantrips, and slot in a few thematic backup spells in the fourth level down.",
										"For a recurring foe, you might give it a full complement."
									]
								},
								{
									"type": "pf2-h3",
									"source": "GMG",
									"page": 66,
									"name": "Innate Spells",
									"entries": [
										"Unlike prepared and spontaneous spells, innate spells can be of higher level than half the creature's level rounded up, and you can choose how often they're used\u2014they can even be used at will or be constant effects. The most notable innate spells tend to be top-level ones that make a big impact but can be used only once, at-will spells that strongly reinforce the creature's theme, and constant spells that give it an ongoing benefit. A spell that's usable a limited number of times and falls at a lower level than the top tier is typically less likely to come up in combat; however, that's a great spot for utility and recovery spells, such as {@i dispel magic} or {@i restoration}",
										"Sometimes a strongly thematic innate spell is of a higher level than the creature would normally be able to cast, but it's so fitting that it belongs there. Be careful when doing this, as PCs might not have access to the appropriate countermeasures for the spell. This option works best for support, action denial, or battlefield control spells that change the odds of a fight without outright killing anyone, such as the succubus's {@i dominate} spell. These should make the fight more interesting, not end it. Keep the number of such spells very low, typically just one.",
										"Though you can achieve all sorts of things with innate spells, always start with the theme and an idea of how you want the creature spending its actions. And though you could give the creature a tool to counter every kind of PC attack or trick, remember that the players chose those options to enjoy using them, rather than to be constantly foiled by an effectively invincible creature."
									]
								},
								{
									"type": "table",
									"source": "GMG",
									"page": 66,
									"name": "SPELL DC AND SPELL ATTACK BONUS",
									"id": "2-11",
									"colStyles": [
										"text-center",
										"text-center",
										"text-center",
										"text-center",
										"text-center",
										"text-center",
										"text-center"
									],
									"rows": [
										[
											"Level",
											"Extreme DC",
											"Extreme Spell Attack Bonus",
											"High DC",
											"High Spell Attack Bonus",
											"Moderate DC",
											"Moderate Spell Attack Bonus"
										],
										[
											"\u20131",
											"19",
											"{@dice 1d20+11|+11}",
											"16",
											"{@dice 1d20+8|+8}",
											"13",
											"{@dice 1d20+5|+5}"
										],
										[
											"0",
											"19",
											"{@dice 1d20+11|+11}",
											"16",
											"{@dice 1d20+8|+8}",
											"13",
											"{@dice 1d20+5|+5}"
										],
										[
											"1",
											"20",
											"{@dice 1d20+12|+12}",
											"17",
											"{@dice 1d20+9|+9}",
											"14",
											"{@dice 1d20+6|+6}"
										],
										[
											"2",
											"22",
											"{@dice 1d20+14|+14}",
											"18",
											"{@dice 1d20+10|+10}",
											"15",
											"{@dice 1d20+7|+7}"
										],
										[
											"3",
											"23",
											"{@dice 1d20+15|+15}",
											"20",
											"{@dice 1d20+12|+12}",
											"17",
											"{@dice 1d20+9|+9}"
										],
										[
											"4",
											"25",
											"{@dice 1d20+17|+17}",
											"21",
											"{@dice 1d20+13|+13}",
											"18",
											"{@dice 1d20+10|+10}"
										],
										[
											"5",
											"26",
											"{@dice 1d20+18|+18}",
											"22",
											"{@dice 1d20+14|+14}",
											"19",
											"{@dice 1d20+11|+11}"
										],
										[
											"6",
											"27",
											"{@dice 1d20+19|+19}",
											"24",
											"{@dice 1d20+16|+16}",
											"21",
											"{@dice 1d20+13|+13}"
										],
										[
											"7",
											"29",
											"{@dice 1d20+21|+21}",
											"25",
											"{@dice 1d20+17|+17}",
											"22",
											"{@dice 1d20+14|+14}"
										],
										[
											"8",
											"30",
											"{@dice 1d20+22|+22}",
											"26",
											"{@dice 1d20+18|+18}",
											"23",
											"{@dice 1d20+15|+15}"
										],
										[
											"9",
											"32",
											"{@dice 1d20+24|+24}",
											"28",
											"{@dice 1d20+20|+20}",
											"25",
											"{@dice 1d20+17|+17}"
										],
										[
											"10",
											"33",
											"{@dice 1d20+25|+25}",
											"29",
											"{@dice 1d20+21|+21}",
											"26",
											"{@dice 1d20+18|+18}"
										],
										[
											"11",
											"34",
											"{@dice 1d20+26|+26}",
											"30",
											"{@dice 1d20+22|+22}",
											"27",
											"{@dice 1d20+19|+19}"
										],
										[
											"12",
											"36",
											"{@dice 1d20+28|+28}",
											"32",
											"{@dice 1d20+24|+24}",
											"29",
											"{@dice 1d20+21|+21}"
										],
										[
											"13",
											"37",
											"{@dice 1d20+29|+29}",
											"33",
											"{@dice 1d20+25|+25}",
											"30",
											"{@dice 1d20+22|+22}"
										],
										[
											"14",
											"39",
											"{@dice 1d20+31|+31}",
											"34",
											"{@dice 1d20+26|+26}",
											"31",
											"{@dice 1d20+23|+23}"
										],
										[
											"15",
											"40",
											"{@dice 1d20+32|+32}",
											"36",
											"{@dice 1d20+28|+28}",
											"33",
											"{@dice 1d20+25|+25}"
										],
										[
											"16",
											"41",
											"{@dice 1d20+33|+33}",
											"37",
											"{@dice 1d20+29|+29}",
											"34",
											"{@dice 1d20+26|+26}"
										],
										[
											"17",
											"43",
											"{@dice 1d20+35|+35}",
											"38",
											"{@dice 1d20+30|+30}",
											"35",
											"{@dice 1d20+27|+27}"
										],
										[
											"18",
											"44",
											"{@dice 1d20+36|+36}",
											"40",
											"{@dice 1d20+32|+32}",
											"37",
											"{@dice 1d20+29|+29}"
										],
										[
											"19",
											"46",
											"{@dice 1d20+38|+38}",
											"41",
											"{@dice 1d20+33|+33}",
											"38",
											"{@dice 1d20+30|+30}"
										],
										[
											"20",
											"47",
											"{@dice 1d20+39|+39}",
											"42",
											"{@dice 1d20+34|+34}",
											"39",
											"{@dice 1d20+31|+31}"
										],
										[
											"21",
											"48",
											"{@dice 1d20+40|+40}",
											"44",
											"{@dice 1d20+36|+36}",
											"41",
											"{@dice 1d20+33|+33}"
										],
										[
											"22",
											"50",
											"{@dice 1d20+42|+42}",
											"45",
											"{@dice 1d20+37|+37}",
											"42",
											"{@dice 1d20+34|+34}"
										],
										[
											"23",
											"51",
											"{@dice 1d20+43|+43}",
											"46",
											"{@dice 1d20+38|+38}",
											"43",
											"{@dice 1d20+35|+35}"
										],
										[
											"24",
											"52",
											"{@dice 1d20+44|+44}",
											"48",
											"{@dice 1d20+40|+40}",
											"45",
											"{@dice 1d20+37|+37}"
										]
									]
								},
								{
									"type": "pf2-h3",
									"source": "GMG",
									"page": 67,
									"name": "Rituals",
									"entries": [
										"Since rituals happen during downtime, giving them to a creature is usually a purely thematic choice. You can skip even looking at rituals in most cases. If you decide a creature needs to have a ritual for your story, add in the ritual whenever you need it."
									]
								},
								{
									"type": "pf2-brown-box",
									"source": "GMG",
									"page": 67,
									"name": "FOCUS SPELLS",
									"entries": [
										"Some creatures have focus spells, especially when those focus spells clearly fit a creature's theme. Simply give the creature the focus spells you like and between 1 and 3 Focus Points (you can also allow your creature to cast focus spells using spell slots). Use the same DC and spell attack roll as any other spell.",
										"A creature that has just 1 Focus Point is likely to cast a focus spell only once, unless it's a recurring enemy. If the creature has plenty of spells already, you might want to skip focus spells altogether, as they aren't as strong as top-level spell slots."
									]
								}
							]
						},
						{
							"type": "pf2-h2",
							"source": "GMG",
							"page": 67,
							"name": "Design Abilities",
							"entries": [
								"In this step, you'll take the ideas for abilities you noted when you developed your concept and design these abilities for your creature. You can look at existing creature abilities from the {@i Bestiary} and feats from the {@i Core Rulebook} and use them as is or modify them to fit your needs.",
								"When choosing abilities, think about both the number of abilities and the diversity of abilities. Having a large number of similar abilities can make the creature tougher to run, and it probably can't use them all anyway. Diversity of abilities gives the creature different ways to act in different situations, and helps guide you as the GM. For instance, a combat creature might have one ability it uses to get into position, another to use when it wants to focus damage on a single enemy, and a third that's more defensive.",
								{
									"type": "pf2-h3",
									"source": "GMG",
									"page": 67,
									"name": "Basics of Ability Design",
									"entries": [
										"There are a few principles of ability construction that you'll want to keep in mind. Some guidance for specific types of abilities will come later, but these apply to everything.",
										{
											"type": "list",
											"items": [
												"Respect the action economy.",
												"Make sure abilities are level appropriate.",
												"Avoid \"invisible\" abilities."
											]
										},
										{
											"type": "pf2-h4",
											"source": "GMG",
											"page": 67,
											"name": "Action Economy",
											"entries": [
												"Understanding a creature's action economy is key for making it work in play. Remember how short the lifespan of a typical combat creature is. Including a bunch of combat abilities might mean you spend time building actions the creature will never have time to use. Narrow your selections down to the smallest and most compelling set that makes sense. Also keep in mind that special actions will compete for time with any combat spells you gave the creature.",
												"Reactions can help, giving the creature a way to act when it's not its turn. See Reactive Abilities on page 69 for advice on designing these tricky abilities.",
												"Because of PC capabilities at higher levels, creatures at those levels should get more abilities that improve their action economy. For instance, creatures that grapple should have {@ability Improved Grab} instead of Grab, Speeds should be higher, and many abilities that would have cost an action at a lower level should be free actions."
											]
										},
										{
											"type": "pf2-h4",
											"source": "GMG",
											"page": 67,
											"name": "Level Appropriateness",
											"entries": [
												"The effects of an ability should be appropriate to the creature's level. For damaging abilities, that means they follow the damage guidelines on page 68. For others, take a look at spells and feats with a similar effect to see if they're level appropriate. For instance, say you're considering giving a 6th-level creature the ability to teleport a short distance. {@i Dimension door} is comparable\u2014that's a 4th-level spell, normally cast by a 7th-level or higher creature. That means 6th level probably isn't too low, but the creature shouldn't be able to use the ability more than once. You can also compare your creature to those in a {@i Bestiary} volume to see if the special abilities seem similar in power to those of other creatures of the same level."
											]
										},
										{
											"type": "pf2-h4",
											"source": "GMG",
											"page": 68,
											"name": "Invisible Abilities",
											"entries": [
												"Avoid abilities that do nothing but change the creature's math, also known as \"{@condition invisible} abilities.\" These alter a creature's statistics in a way that's {@condition invisible} to the players, which makes the creature less engaging because the players don't see it using its abilities in a tangible or evocative way. For example, an ability that allows a creature to use an action to increase its accuracy for the round with no outward sign (or worse, just grants a passive bonus to its accuracy) isn't that compelling, whereas one that increases its damage by lighting its arrows on fire is noticeable.",
												"These both work toward the same goal\u2014dealing more damage this round\u2014but one is far more memorable."
											]
										}
									]
								},
								{
									"type": "pf2-h3",
									"source": "GMG",
									"page": 68,
									"name": "Active Abilities",
									"entries": [
										"Abilities a creature uses on its turn have the most flexibility and scope. You can use Table 2\u201311 to determine active ability DCs as well as spell DCs. You can have an ability use 1 to 3 actions as needed (or be a free action in rare cases) and use just about any type of tactic. Feats, spells, and existing creature abilities provide a wide variety of examples, so look for something similar to your idea to use as a basis.",
										"Consider how you want your creature to spend its turns.",
										"Two-action activities pretty much define the creature's turn, and single actions work best for supplemental benefits or normal {@action Strike||Strikes}. And as you build out your idea of a creature's turn, don't forget about movement! A creature often needs to spend actions getting into position, especially early in a fight. This is especially challenging with meleeonly creatures. You can give such creatures abilities similar to Sudden Charge or the deadly mantis's Leaping Grab.",
										"Use 3-action abilities sparingly, as a creature can't use them if it is {@condition slowed} or {@condition stunned}\u2014making a creature's coolest or most defining ability use up 3 actions might mean the creature never gets to use it. These activities should be reserved for abilities that include some movement (like Trample) or that the creature is likely to use before engaging in combat. Don't make an ability use 3 actions as a way to balance it\u2014saying \"This can be more powerful than other abilities because it is less likely to work,\" is a recipe for frustration if you've made a cool ability that's too hard or even impossible for the creature to use.",
										"Be especially careful with activities when designing boss creatures. They're likely to get targeted with the PCs' most powerful detrimental effects, get {@condition grabbed}, become {@condition slowed}, or otherwise have their actions restricted. Bosses need to have solid options they can use with 1 or 2 actions.",
										"This lets them use their remaining actions to get away, use a simple ability, or otherwise keep the fight dynamic.",
										{
											"type": "pf2-h4",
											"source": "GMG",
											"page": 68,
											"name": "Free Actions",
											"entries": [
												"Use free actions that don't have triggers sparingly, and when you do, they should almost always be used for support or utility actions, not {@action Strike||Strikes} or movement. If you come up with a free action, consider whether it should be its own action or part of a combo, such as drawing a weapon and attacking. In cases like the latter, you might be better off making a single action that allows the creature to draw a weapon and then {@action Strike}."
											]
										},
										{
											"type": "pf2-h4",
											"source": "GMG",
											"page": 68,
											"name": "Damage-Dealing Abilities",
											"entries": [
												"If a special action is a single action with only one target, you can often set damage using Table 2\u201310: {@action Strike} Damage on page 65. If it uses more than 1 action or requires setup in some way, it might deal higher damage than is typical; often, you can just use the extreme column in these cases.",
												"For abilities that deal damage in an area, use Table 2\u201312 below. These numbers are based on a 2-action activity (e.g., most damaging spells). Single actions should deal much less damage. An ability that has another significant effect, like applying a condition, should deal less damage; for this, look at the damage for 2 or more levels lower, and judge which value would best match based on the severity of the additional effect. These abilities typically allow a basic saving throw. The table includes values for unlimited-use abilities (ones that can be used at-will) and limited-use ones (which can be used once or, like a Breath Weapon, once or twice but not on consecutive turns)",
												"You can use the dice given or generate your own expression based on the damage in parentheses, as detailed in the {@action Strike} Damage section on page 64. If a high-level effect has a small area compared to similar abilities, you have it deal more damage."
											]
										}
									]
								},
								{
									"type": "table",
									"source": "GMG",
									"page": 68,
									"name": "AREA DAMAGE",
									"id": "2-12",
									"colStyles": [
										"text-center",
										"text-center",
										"text-center"
									],
									"rows": [
										[
											"Level",
											"Unlimited Use",
											"Limited Use"
										],
										[
											"\u20131",
											"{@dice 1d4} (2)",
											"{@dice 1d6} (4)"
										],
										[
											"0",
											"{@dice 1d6} (4)",
											"{@dice 1d10} (6)"
										],
										[
											"1",
											"{@dice 2d4} (5)",
											"{@dice 2d6} (7)"
										],
										[
											"2",
											"{@dice 2d6} (7)",
											"{@dice 3d6} (11)"
										],
										[
											"3",
											"{@dice 2d8} (9)",
											"{@dice 4d6} (14)"
										],
										[
											"4",
											"{@dice 3d6} (11)",
											"{@dice 5d6} (18)"
										],
										[
											"5",
											"{@dice 2d10} (12)",
											"{@dice 6d6} (21)"
										],
										[
											"6",
											"{@dice 4d6} (14)",
											"{@dice 7d6} (25)"
										],
										[
											"7",
											"{@dice 4d6} (15)",
											"{@dice 8d6} (28)"
										],
										[
											"8",
											"{@dice 5d6} (17)",
											"{@dice 9d6} (32)"
										],
										[
											"9",
											"{@dice 5d6} (18)",
											"{@dice 10d6} (35)"
										],
										[
											"10",
											"{@dice 6d6} (20)",
											"{@dice 11d6} (39)"
										],
										[
											"11",
											"{@dice 6d6} (21)",
											"{@dice 12d6} (42)"
										],
										[
											"12",
											"{@dice 5d8} (23)",
											"{@dice 13d6} (46)"
										],
										[
											"13",
											"{@dice 7d6} (24)",
											"{@dice 14d6} (49)"
										],
										[
											"14",
											"{@dice 4d12} (26)",
											"{@dice 15d6} (53)"
										],
										[
											"15",
											"{@dice 6d8} (27)",
											"{@dice 16d6} (56)"
										],
										[
											"16",
											"{@dice 8d6} (28)",
											"{@dice 17d6} (60)"
										],
										[
											"17",
											"{@dice 8d6} (29)",
											"{@dice 18d6} (63)"
										],
										[
											"18",
											"{@dice 9d6} (30)",
											"{@dice 19d6} (67)"
										],
										[
											"19",
											"{@dice 7d8} (32)",
											"{@dice 20d6} (70)"
										],
										[
											"20",
											"{@dice 6d10} (33)",
											"{@dice 21d6} (74)"
										],
										[
											"21",
											"{@dice 10d6} (35)",
											"{@dice 22d6} (77)"
										],
										[
											"22",
											"{@dice 8d8} (36)",
											"{@dice 23d6} (81)"
										],
										[
											"23",
											"{@dice 11d6} (38)",
											"{@dice 24d6} (84)"
										],
										[
											"24",
											"{@dice 11d6} (39)",
											"{@dice 25d6} (88)"
										]
									]
								},
								{
									"type": "pf2-h3",
									"source": "GMG",
									"page": 69,
									"name": "Defensive Abilities",
									"entries": [
										"Active offensive abilities usually fit creatures better than defensive abilities do. Save defense increases for creatures that are strongly defense-themed. For martial creatures, something as simple as a shield and {@feat Shield Block} is usually plenty. Defensive abilities often run the risk of being {@condition invisible} abilities. For examples of good defensive abilities, look at spells like {@i sanctuary} for ideas, or other spells that create interesting protective effects instead of just granting a bonus. If you do want to make a creature defensive, pick one defensive ability rather than several, since stacking up multiple defenses can make for a frustrating fight. One solid style of defensive ability is a mode switch, which causes the creature to get stronger defenses, but limits its attacks, spells, or other offensive options."
									]
								},
								{
									"type": "pf2-h3",
									"source": "GMG",
									"page": 69,
									"name": "Reactive Abilities",
									"entries": [
										"Reactions and free actions with triggers can give a creature an impact outside its turn. This can make the fight more interesting, but may also be risky. It's tempting to give every creature a reaction, but that's not necessarily a good idea.",
										"To decide whether your creature should have a reaction, first consider if the creature has the reflexes or insight to react well in the first place\u2014for instance, an ogre doesn't have {@action Attack of Opportunity} because it's a big oaf. Oozes, constructs, and unintelligent creatures are less likely to have reactions than others for this reason.",
										"Second, look at the complexity of the encounter your creature is likely to appear in. If you'll have a large number of creatures, skipping reactions can make the fight flow faster. A creature that's more likely to fight solo, on the other hand, might have a reaction to give it a way to continue to be dangerous amid an onslaught of attacks by the party.",
										"When creating reactions, be careful with \"gotcha\" abilities\u2014ones that punish players for making perfectly reasonable choices, for rolling poorly, and so on. If you include abilities like this, they need to reinforce the creature's core theme and the play style you want it to use in combat. For example, a creature that {@action Strike||Strikes} as a reaction when someone fails an attack roll will encourage PCs to use their actions on other tactics, rather than attacking multiple times each turn. Is that what you want? Is this dynamic essential for making the creature feel like it's supposed to? This isn't the type of ability you'd give to any old creature\u2014only an incredible duelist or something similar.",
										"Reactions should require something out of the ordinary to happen, or should be relatively weak if triggered by something ordinary. A reaction that triggers anytime someone tries to {@action Strike} a creature is likely to be perceived by the players as uninteresting because it's so predictable.",
										"The best reactions should be telegraphed so when they happen, it makes sense to the players. Think of one of the core reactions of the game: {@feat Shield Block}. The creature raises its shield\u2014an obvious action the PCs can see\u2014so when it blocks damage from an attack, that makes perfect sense.",
										"Similarly, if you made a crystalline creature, you might have it build up sonic energy in a low thrum, so when it uses a reaction to release a burst of sonic energy when hit, the players can say, \"Oh, I should have seen that coming.\"",
										{
											"type": "pf2-h4",
											"source": "GMG",
											"page": 69,
											"name": "Reaction Damage",
											"entries": [
												"Reactions should use lower damage, usually that of a moderate {@action Strike}. A reaction that deals area damage might deal low damage, though use such reactions with caution."
											]
										}
									]
								},
								{
									"type": "pf2-h3",
									"source": "GMG",
									"page": 69,
									"name": "Constant and Automatic Abilities",
									"entries": [
										"Certain abilities shouldn't use any actions. Auras are a common constant ability, with frightful presence, an adult red dragon's dragon heat, and a xulgath's stench as notable examples. An aura needs a range, and if it needs a DC, you'll usually set it to the moderate spell DC unless the aura is one of the creature's defining concepts. For example, the xulgath's stench DC is significantly higher because the aura is such an iconic part of the creature.",
										"Abilities the creature has no control over should be automatic. For example, the living wildfire fire elemental explodes into flame when it dies. It has no option not to, so this wouldn't make sense as a reaction or free action.",
										"Conversely, the Ferocity ability is a reaction because it requires the creature to give itself a last push to stay at 1 HP.",
										{
											"type": "pf2-h4",
											"source": "GMG",
											"page": 69,
											"name": "Constant and Automatic Damage",
											"entries": [
												"Much like for reactions, damage for a constant ability should be pretty low. Usually this value is just below low {@action Strike} damage. Automatic abilities like the living wildfire's explosion ability tend to deal moderate {@action Strike} damage or unlimited-use area damage, and can deal even more if they happen only after the creature is dead or otherwise no longer presents a threat."
											]
										}
									]
								},
								{
									"type": "pf2-h3",
									"source": "GMG",
									"page": 69,
									"name": "Skill Abilities",
									"entries": [
										"A skilled creature might have abilities related to its skills.",
										"The skill feats in the {@i Core Rulebook} make for a good baseline. Avoid giving your creature skill abilities that won't matter in its interactions with PCs."
									]
								}
							]
						},
						{
							"type": "pf2-h2",
							"source": "GMG",
							"page": 69,
							"name": "Review Holistically",
							"entries": [
								"Now it's time to look over your completed creature as a whole and make sure it's living up to your concept. Can it do everything you wanted? Does it fit its intended role? Is there anything you could add or anything superfluous you could cut to get the creature where it needs to be? If this creature is built for combat, run through a few turns in your head. Does it still work decently if it gets {@condition slowed}? Can it move into combat against the PCs effectively given their mobility options compared to its own? Does it have any abilities it'll never use given its other actions? When you're satisfied with your creation, it's ready to hit the table. But that's not necessarily the end! If you notice issues during the game, you can fix them on the spot. It's your game, and you can freely change what you wrote if you think differently later on."
							]
						},
						{
							"type": "pf2-h2",
							"source": "GMG",
							"page": 70,
							"name": "Trait Abilities",
							"entries": [
								"Creatures with certain traits tend to have similar abilities to one another. Many of them appear here, to help you make your creatures match the theme of the trait when you build your own creatures.",
								{
									"type": "data",
									"tag": "generic",
									"style": "book",
									"data": {
										"name": "Aberration",
										"sections": [
											[
												[
													{
														"name": "Senses",
														"entry": "usually {@ability darkvision}"
													}
												],
												[
													{
														"name": "Languages",
														"entry": "usually {@language Aklo}"
													}
												]
											]
										]
									}
								},
								{
									"type": "data",
									"tag": "generic",
									"style": "book",
									"data": {
										"name": "Aeon",
										"sections": [
											[
												[
													{
														"name": "Traits",
														"entry": "{@trait LN}, {@trait monitor}"
													}
												],
												[
													{
														"name": "Languages",
														"entry": "usually {@language Utopian|b1} and other planar languages; {@ability envisioning} for true aeons"
													}
												],
												[
													{
														"name": "Weaknesses",
														"entry": "chaotic"
													}
												],
												[
													{
														"name": "Damage",
														"entry": "Attacks always deal additional lawful damage."
													}
												]
											]
										]
									}
								},
								{
									"type": "data",
									"tag": "generic",
									"style": "book",
									"data": {
										"name": "Air",
										"sections": [
											[
												[
													{
														"name": "Languages",
														"entry": "usually {@language Auran}"
													}
												],
												[
													{
														"name": "Speed",
														"entry": "Many air creatures have fly Speeds."
													}
												]
											]
										]
									}
								},
								{
									"type": "data",
									"tag": "generic",
									"style": "book",
									"data": {
										"name": "Angel",
										"sections": [
											[
												[
													{
														"name": "Traits",
														"entry": "good (usually {@trait NG}), {@trait celestial}"
													}
												],
												[
													{
														"name": "Aura",
														"entry": "Angels each have a unique aura based on how they serve as messengers and how they deliver those messages."
													}
												],
												[
													{
														"name": "Speed",
														"entry": "usually has a fly Speed"
													}
												],
												[
													{
														"name": "Rituals",
														"entry": "usually {@ritual angelic messenger}"
													}
												]
											]
										]
									}
								},
								{
									"type": "data",
									"tag": "generic",
									"style": "book",
									"data": {
										"name": "Animal",
										"sections": [
											[
												[
													{
														"name": "Traits",
														"entry": "{@trait N}"
													}
												],
												[
													{
														"name": "Languages",
														"entry": "None"
													}
												],
												[
													{
														"name": "Int",
														"entry": "\u20134 or \u20135"
													}
												]
											]
										]
									}
								},
								{
									"type": "data",
									"tag": "generic",
									"style": "book",
									"data": {
										"name": "Archon",
										"sections": [
											[
												[
													{
														"name": "Traits",
														"entry": "{@trait LG}, {@trait celestial}"
													}
												],
												[
													{
														"name": "Virtue Ability",
														"entry": "Archons each represent a specific virtue, like courage or hope, and have a special ability based on the virtue they represent."
													}
												]
											]
										]
									}
								},
								{
									"type": "data",
									"tag": "generic",
									"style": "book",
									"data": {
										"name": "Astral",
										"sections": [
											[
												[
													{
														"name": "Senses",
														"entry": "{@ability darkvision}"
													}
												]
											]
										]
									}
								},
								{
									"type": "data",
									"tag": "generic",
									"style": "book",
									"data": {
										"name": "Azata",
										"sections": [
											[
												[
													{
														"name": "Traits",
														"entry": "{@trait CG}, {@trait celestial}"
													}
												],
												[
													{
														"name": "Weaknesses",
														"entry": "cold iron, evil"
													}
												],
												[
													{
														"name": "Freedom Ability",
														"entry": "Azatas each represent a specific freedom, like free expression or free love, and have a special ability based on the freedom they represent."
													}
												]
											]
										]
									}
								},
								{
									"type": "data",
									"tag": "generic",
									"style": "book",
									"data": {
										"name": "Beast",
										"sections": [
											[
												[
													{
														"name": "Int",
														"entry": "\u20133 or higher"
													}
												]
											]
										]
									}
								},
								{
									"type": "data",
									"tag": "generic",
									"style": "book",
									"data": {
										"name": "Celestial",
										"sections": [
											[
												[
													{
														"name": "Traits",
														"entry": "good"
													}
												],
												[
													{
														"name": "Senses",
														"entry": "{@ability darkvision}"
													}
												],
												[
													{
														"name": "Languages",
														"entry": "{@language Celestial}"
													}
												],
												[
													{
														"name": "Saves",
														"entry": "often a +1 status bonus to all saves vs. magic"
													}
												],
												[
													{
														"name": "Weaknesses",
														"entry": "evil"
													}
												],
												[
													{
														"name": "Damage",
														"entry": "Attacks always deal additional good damage."
													}
												]
											]
										]
									}
								},
								{
									"type": "data",
									"tag": "generic",
									"style": "book",
									"data": {
										"name": "Cold",
										"sections": [
											[
												[
													{
														"name": "Immunities",
														"entry": "or {@b Resistances} cold"
													}
												]
											]
										]
									}
								},
								{
									"type": "data",
									"tag": "generic",
									"style": "book",
									"data": {
										"name": "Construct",
										"sections": [
											[
												[
													{
														"name": "Traits",
														"entry": "Many constructs lack minds and have the {@trait mindless} trait."
													}
												],
												[
													{
														"name": "Immunities",
														"entry": "bleed, death effects, diseased, {@condition doomed}, {@condition drained}, {@condition fatigued}, healing, necromancy, nonlethal attacks, {@condition paralyzed}, poison, {@condition sickened}, {@condition unconscious}; if {@trait mindless}, add mental"
													}
												]
											]
										]
									}
								},
								{
									"type": "data",
									"tag": "generic",
									"style": "book",
									"data": {
										"name": "Daemon",
										"sections": [
											[
												[
													{
														"name": "Traits",
														"entry": "{@trait NE}, {@trait fiend}"
													}
												],
												[
													{
														"name": "Languages",
														"entry": "{@language Daemonic}, telepathy 100 feet"
													}
												],
												[
													{
														"name": "Immunities",
														"entry": "death effects"
													}
												],
												[
													{
														"name": "Death Ability",
														"entry": "Daemons each represent a specific kind of death, like death by disease or starvation, and have a special ability based on the method of death they represent."
													}
												]
											]
										]
									}
								},
								{
									"type": "data",
									"tag": "generic",
									"style": "book",
									"data": {
										"name": "Demon",
										"sections": [
											[
												[
													{
														"name": "Traits",
														"entry": "{@trait CE}, {@trait fiend}"
													}
												],
												[
													{
														"name": "Languages",
														"entry": "{@language Abyssal}, telepathy (usually 100 feet)"
													}
												],
												[
													{
														"name": "Weaknesses",
														"entry": "cold iron, good"
													}
												],
												[
													{
														"name": "HP",
														"entry": "typically high to account for their multiple weaknesses"
													}
												],
												[
													{
														"name": "Sin Vulnerability",
														"entry": "Demons each represent a specific sin, like envy or wrath, and have a special vulnerability based on the sin they represent. This should be something the PCs can exploit through their actions, which should then deal mental damage to the demon. The amount of damage should be based on how easy the vulnerability is to exploit."
													}
												],
												[
													{
														"name": "Divine Innate Spells",
														"entry": "usually 5th-level {@spell dimension door} and at-will 4th-level {@spell dimension door}"
													}
												],
												[
													{
														"name": "Rituals",
														"entry": "usually {@ritual Abyssal pact|b1}"
													}
												],
												[
													{
														"name": "Sin Ability",
														"entry": "Demons also have a special ability based on the sin they represent, which either makes them better embody the sin or instills that sin in others."
													}
												]
											]
										]
									}
								},
								{
									"type": "data",
									"tag": "generic",
									"style": "book",
									"data": {
										"name": "Devil",
										"sections": [
											[
												[
													{
														"name": "Traits",
														"entry": "{@trait LE}, {@trait fiend}"
													}
												],
												[
													{
														"name": "Languages",
														"entry": "{@language Infernal}, telepathy (usually 100 feet)"
													}
												],
												[
													{
														"name": "Immunities",
														"entry": "fire"
													},
													{
														"name": "Resistance",
														"entry": "physical (except silver), poison"
													}
												],
												[
													{
														"name": "Divine Innate Spells",
														"entry": "usually one 5th-level {@spell dimension door} and at-will 4th-level {@spell dimension door}"
													}
												],
												[
													{
														"name": "Rituals",
														"entry": "usually {@ritual Infernal pact|b1}"
													}
												],
												[
													{
														"name": "Infernal Hierarchy Ability",
														"entry": "Devils each have an ability corresponding to the role they play in the infernal hierarchy, typically focused around control or being controlled, from the lowly lemure's Subservience to the gelugon's Tactician of Cocytus and the pit fiend's Devil Shaping."
													}
												]
											]
										]
									}
								},
								{
									"type": "data",
									"tag": "generic",
									"style": "book",
									"data": {
										"name": "Dragon",
										"sections": [
											[
												[
													{
														"name": "Senses",
														"entry": "{@ability darkvision}"
													}
												],
												[
													{
														"name": "Languages",
														"entry": "usually {@language Draconic}"
													}
												],
												[
													{
														"name": "Speed",
														"entry": "usually has a fly Speed"
													}
												],
												[
													{
														"name": "Breath Weapon",
														"entry": "Many dragons have the Breath Weapon ability, with specifics determined by the theme of the dragon."
													}
												]
											]
										]
									}
								},
								{
									"type": "data",
									"tag": "generic",
									"style": "book",
									"data": {
										"name": "Earth",
										"sections": [
											[
												[
													{
														"name": "Perception",
														"entry": "often {@ability tremorsense}"
													}
												],
												[
													{
														"name": "Languages",
														"entry": "usually {@language Terran}"
													}
												],
												[
													{
														"name": "Speed",
														"entry": "usually has a burrow Speed"
													}
												]
											]
										]
									}
								},
								{
									"type": "data",
									"tag": "generic",
									"style": "book",
									"data": {
										"name": "Elemental",
										"sections": [
											[
												[
													{
														"name": "Senses",
														"entry": "{@ability darkvision}"
													}
												],
												[
													{
														"name": "Immunities",
														"entry": "bleed, {@condition paralyzed}, poison, sleep"
													}
												]
											]
										]
									}
								},
								{
									"type": "data",
									"tag": "generic",
									"style": "book",
									"data": {
										"name": "Ethereal",
										"sections": [
											[
												[
													{
														"name": "Senses",
														"entry": "{@ability darkvision}"
													}
												]
											]
										]
									}
								},
								{
									"type": "data",
									"tag": "generic",
									"style": "book",
									"data": {
										"name": "Fey",
										"sections": [
											[
												[
													{
														"name": "Senses",
														"entry": "{@ability low-light vision}"
													}
												],
												[
													{
														"name": "Languages",
														"entry": "usually {@language Aklo}, {@language Sylvan}, or both"
													}
												],
												[
													{
														"name": "Weaknesses",
														"entry": "cold iron"
													}
												]
											]
										]
									}
								},
								{
									"type": "data",
									"tag": "generic",
									"style": "book",
									"data": {
										"name": "Fiend",
										"sections": [
											[
												[
													{
														"name": "Traits",
														"entry": "evil"
													}
												],
												[
													{
														"name": "Senses",
														"entry": "{@ability darkvision}"
													}
												],
												[
													{
														"name": "Saves",
														"entry": "often a +1 status bonus to all saves vs. magic"
													}
												],
												[
													{
														"name": "Weaknesses",
														"entry": "good"
													}
												],
												[
													{
														"name": "Damage",
														"entry": "Attacks always deal additional evil damage."
													}
												]
											]
										]
									}
								},
								{
									"type": "data",
									"tag": "generic",
									"style": "book",
									"data": {
										"name": "Fire",
										"sections": [
											[
												[
													{
														"name": "Languages",
														"entry": "usually {@language Ignan}"
													}
												],
												[
													{
														"name": "Immunities",
														"entry": "fire"
													},
													{
														"name": "Resistances",
														"entry": "cold"
													}
												]
											]
										]
									}
								},
								{
									"type": "data",
									"tag": "generic",
									"style": "book",
									"data": {
										"name": "Fungus",
										"sections": [
											[
												[
													{
														"name": "Traits",
														"entry": "fungi without minds have the {@trait mindless} trait"
													}
												],
												[
													{
														"name": "Immunities",
														"entry": "if {@trait mindless}, mental"
													},
													{
														"name": "Weaknesses",
														"entry": "sometimes slashing or fire"
													}
												]
											]
										]
									}
								},
								{
									"type": "data",
									"tag": "generic",
									"style": "book",
									"data": {
										"name": "Giant",
										"sections": [
											[
												[
													{
														"name": "Traits",
														"entry": "{@trait Large} or bigger, {@trait humanoid}"
													}
												],
												[
													{
														"name": "Senses",
														"entry": "{@ability low-light vision}"
													}
												],
												[
													{
														"name": "Languages",
														"entry": "usually {@language Jotun}"
													}
												]
											]
										]
									}
								},
								{
									"type": "data",
									"tag": "generic",
									"style": "book",
									"data": {
										"name": "Humanoid",
										"sections": [
											[
												[
													{
														"name": "Int",
														"entry": "\u20133 or higher"
													}
												]
											]
										]
									}
								},
								{
									"type": "data",
									"tag": "generic",
									"style": "book",
									"data": {
										"name": "Inevitable",
										"sections": [
											[
												[
													{
														"name": "Traits",
														"entry": "{@trait LN}, {@trait aeon}, {@trait monitor}"
													}
												],
												[
													{
														"name": "Immunities",
														"entry": "{@trait death||death effects}, disease, {@trait emotion}, poison, {@condition unconscious}"
													}
												],
												[
													{
														"name": "Damage",
														"entry": "Attacks always deal additional lawful damage."
													}
												]
											]
										]
									}
								},
								{
									"type": "data",
									"tag": "generic",
									"style": "book",
									"data": {
										"name": "Monitor",
										"sections": [
											[
												[
													{
														"name": "Traits",
														"entry": "neither {@trait good} nor {@trait evil}"
													}
												],
												[
													{
														"name": "Senses",
														"entry": "{@ability darkvision}"
													}
												]
											]
										]
									}
								},
								{
									"type": "data",
									"tag": "generic",
									"style": "book",
									"data": {
										"name": "Ooze",
										"sections": [
											[
												[
													{
														"name": "Traits",
														"entry": "Almost all oozes lack minds and have the {@trait mindless} trait."
													}
												],
												[
													{
														"name": "Senses",
														"entry": "typically motion sense (Bestiary 254) and no vision"
													}
												],
												[
													{
														"name": "AC",
														"entry": "usually well below the low value for their level"
													}
												],
												[
													{
														"name": "HP",
														"entry": "usually around double"
													}
												],
												[
													{
														"name": "Immunities",
														"entry": "critical hits, precision, {@condition unconscious}, often acid; if it has no vision, add {@trait visual||visual effects}; if {@trait mindless}, add mental"
													}
												]
											]
										]
									}
								},
								{
									"type": "data",
									"tag": "generic",
									"style": "book",
									"data": {
										"name": "Plant",
										"sections": [
											[
												[
													{
														"name": "Traits",
														"entry": "plants without minds have the {@trait mindless} trait"
													}
												],
												[
													{
														"name": "Senses",
														"entry": "usually {@ability low-light vision}"
													}
												],
												[
													{
														"name": "Immunities",
														"entry": "if {@trait mindless}, mental"
													},
													{
														"name": "Weaknesses",
														"entry": "sometimes fire"
													}
												]
											]
										]
									}
								},
								{
									"type": "data",
									"tag": "generic",
									"style": "book",
									"data": {
										"name": "Protean",
										"sections": [
											[
												[
													{
														"name": "Traits",
														"entry": "{@trait CN}, {@trait monitor}"
													}
												],
												[
													{
														"name": "Languages",
														"entry": "{@language Protean}"
													}
												],
												[
													{
														"name": "Weaknesses",
														"entry": "lawful"
													},
													{
														"name": "Resistances",
														"entry": "precision, protean anatomy"
													}
												],
												[
													{
														"name": "Protean Anatomy",
														"entry": "(Bestiary 237)"
													}
												],
												[
													{
														"name": "Damage",
														"entry": "Attacks always deal additional chaotic damage."
													}
												],
												[
													{
														"name": "Divine Innate Spells",
														"entry": "constant {@spell freedom of movement}"
													}
												],
												[
													{
														"name": "Change Shape",
														"entry": ""
													}
												]
											]
										]
									}
								},
								{
									"type": "data",
									"tag": "generic",
									"style": "book",
									"data": {
										"name": "Psychopomp",
										"sections": [
											[
												[
													{
														"name": "Traits",
														"entry": "{@trait N}, {@trait monitor}"
													}
												],
												[
													{
														"name": "Senses",
														"entry": "lifesense (typically 60 feet)"
													}
												],
												[
													{
														"name": "Languages",
														"entry": "{@language Requian}"
													}
												],
												[
													{
														"name": "Immunities",
														"entry": "{@trait death||death effects}, disease"
													}
												],
												[
													{
														"name": "Resistances",
														"entry": "negative, poison"
													}
												],
												[
													{
														"name": "Damage",
														"entry": "spirit touch (Bestiary 270)"
													}
												]
											]
										]
									}
								},
								{
									"type": "data",
									"tag": "generic",
									"style": "book",
									"data": {
										"name": "Rakshasa",
										"sections": [
											[
												[
													{
														"name": "Traits",
														"entry": "{@trait LE}, {@trait fiend}"
													}
												],
												[
													{
														"name": "Saves",
														"entry": "usually +2 status bonus to all saves vs. magic (+3 vs. divine magic)"
													}
												],
												[
													{
														"name": "Resistances",
														"entry": "physical (except piercing)"
													}
												],
												[
													{
														"name": "Change Shape",
														"entry": ""
													}
												]
											]
										]
									}
								},
								{
									"type": "data",
									"tag": "generic",
									"style": "book",
									"data": {
										"name": "Spirit",
										"sections": [
											[
												[
													{
														"name": "Traits",
														"entry": "{@trait incorporeal}, often {@trait undead}"
													}
												]
											]
										]
									}
								},
								{
									"type": "data",
									"tag": "generic",
									"style": "book",
									"data": {
										"name": "Swarm",
										"sections": [
											[
												[
													{
														"name": "Traits",
														"entry": "size based on the entire mass, usually {@trait Large} or bigger"
													}
												],
												[
													{
														"name": "HP",
														"entry": "typically low"
													},
													{
														"name": "Immunities",
														"entry": "precision, swarm mind"
													},
													{
														"name": "Weaknesses",
														"entry": "area damage, {@trait splash} damage"
													},
													{
														"name": "Resistances",
														"entry": "physical, usually with one physical type having lower or no resistance"
													}
												]
											]
										]
									}
								},
								{
									"type": "data",
									"tag": "generic",
									"style": "book",
									"data": {
										"name": "Undead",
										"sections": [
											[
												[
													{
														"name": "Traits",
														"entry": "Almost all undead are {@trait evil}. Ghostly undead have the {@trait incorporeal} trait. Undead without minds, such as most zombies, have the {@trait mindless} trait."
													}
												],
												[
													{
														"name": "Senses",
														"entry": "{@ability darkvision}"
													}
												],
												[
													{
														"name": "HP",
														"entry": "negative healing"
													}
												],
												[
													{
														"name": "Immunities",
														"entry": "{@trait death||death effects}, disease, {@condition paralyzed}, poison, sleep (or {@trait unconscious} if it never rests at all); if {@trait mindless}, add mental"
													}
												]
											]
										]
									}
								},
								{
									"type": "data",
									"tag": "generic",
									"style": "book",
									"data": {
										"name": "Water",
										"sections": [
											[
												[
													{
														"name": "Languages",
														"entry": "usually {@language Aquan}"
													}
												],
												[
													{
														"name": "Speed",
														"entry": "usually has a swim Speed"
													}
												]
											]
										]
									}
								}
							]
						},
						{
							"type": "pf2-h2",
							"source": "GMG",
							"page": 72,
							"name": "Designing Npcs",
							"entries": [
								"Creatures that are meant to cleave closely to character classes or intended to represent people rather than monsters are NPCs. They might face more scrutiny around their mechanics than creatures, because a player can more directly compare their rogue to an NPC who acts like a rogue. That doesn't mean you have to build an NPC exactly like a PC, though.",
								"You can build NPCs just like you would any other creatures. If an NPC should work like they have a class, use the class features and feats of a suitable class to pick abilities, and look at both the class's proficiencies and ability modifiers to determine how strong the NPC's statistics should be. Class Road Maps on page 73 has prebuilt road maps for the {@i Core Rulebook} classes to get you started.",
								"If the NPC isn't meant to work like they have a class (a baker, for example), instead look at the NPC Gallery on pages 202\u2013249. Compare your NPC to the existing ones to determine the NPC's level, and look for abilities that are similar to what yours should have. You can also create new abilities as needed to get the NPC's interactions with the PCs to express their theme and role in the story. These NPCs can be level \u20131 or level 0. Their capabilities are below those of PCs, and they should typically not use any class features or feats from PC classes. Creatures of these levels tend to be extremely simple, and usually you can just take one from the NPC Gallery and reskin it.",
								"It's highly recommended that you select NPC skills using proficiency ranks as you would a PC, though you don't need to be precise about the number of skill increases you give the NPC. You can give them earlier access to expert, master, or legendary proficiency if they're a skill-based NPC, and better proficiency in narrow areas of expertise, like {@skill Lore||Engineering Lore} for a tinker NPC.",
								{
									"type": "pf2-h3",
									"source": "GMG",
									"page": 72,
									"name": "Non-Combat Level",
									"entries": [
										"An NPC's level should represent their combat prowess.",
										"A common person might not be a combat threat, even if they're important or highly skilled, and they consequently have a low level. However, that doesn't mean they can't present a challenge in other types of encounters. This is represented by a non-combat level, and tends to be specific to their area of expertise. For example, the barrister on page 232 of the NPC Gallery is a 4th-level creature in an encounter related to legal matters.",
										"This can go the other way as well, such as with a powerful combat creature that's not suited to social settings. This is usually the case with creatures untrained in mental skills. You can improvise this as you run the game, or you can plan ahead if you have something particular in mind.",
										"Building an NPC's non-combat level is pretty simple.",
										"Choose the level you want the NPC to be for the type of challenge you have in mind, and use the skill numbers for that level\u2014typically high or even extreme. Some challenges, such as social challenges, require the creature to have a high {@skill Perception} and Will DC, so in those cases, you should increase those values as well. These should be set at the moderate or high values for the non-combat level, usually, depending on how adept you want the NPC to be.",
										"The Experience Points gained for besting an NPC depend on how the party overcame them, because XP comes from overcoming a specific challenge. If the PCs defeat the NPC in a non-combat setting of the NPC's specialty, the party gets XP based on the NPC's non-combat level. If they just beat the NPC up, the XP would be based on the NPC's creature level. Quite often, that means 0 XP and failure at the PCs' objective; for instance, during a baking contest, if the PCs murder the other baker, not only would they be disqualified, but they would likely be apprehended for their crime."
									]
								},
								{
									"type": "pf2-h3",
									"source": "GMG",
									"page": 72,
									"name": "Pc-Style Build",
									"entries": [
										"If you do choose to build an NPC fully using the PC rules, your NPC should generally end up being an appropriate challenge as a creature of their level. They will likely have lower statistics in some areas than if you had built them using the creature rules, but more options due to their full complement of feats and class features. This is best saved for important, recurring NPCs, especially if they're meant to engage in social or exploration endeavors rather than just battles. There are still some considerations and shortcuts that can expedite the process while ensuring the NPC works as you intend.",
										{
											"type": "list",
											"items": [
												"The creature's treasure should follow the Treasure for New Characters rules on page 510 of the {@i Core Rulebook}. You'll need to account for this in your campaign's overall treasure. You might even want to give the NPC a higher-level item appropriate as a treasure allotment for the level.",
												"You can expedite ability score generation by making the starting ability modifiers add up to +9, with no more than one modifier at +4 (and typically no more than one negative modifier). You can skip adding a background if you do this, but you might want to give the creature two skills, which includes one {@skill Lore} skill, to represent the skills granted by a background.",
												"It's not necessary to assign every skill feat, particularly for a higher-level NPC. You can just pick the most emblematic ones and gloss over the rest.",
												"For general feats, Incredible Initiative and Toughness make good choices.",
												"Most of the guidelines about choosing spells still apply, though you might want a few more utility spells that deal with non-combat challenges, particularly in low-level slots."
											]
										}
									]
								},
								{
									"type": "pf2-brown-box",
									"source": "GMG",
									"page": 73,
									"name": "CLASS ROAD MAPS",
									"entries": [
										"You can use these suggestions when creating your road map to emulate a PC class, customizing as you see fit. You'll still need to look through the class to pick feats, weapons, and the like. Any statistic that isn't specifically listed can use moderate numbers.",
										{
											"type": "list",
											"style": "list-no-bullets",
											"items": [
												"{@b Alchemist} low {@skill Perception}; high {@skill Crafting}; high Int, moderate or better Dex or Str; low to moderate HP; moderate attack with bombs; infused alchemical items, Quick Bomber if a bomber alchemist, a few other alchemist abilities; it's usually easier to give the alchemist its bomb items rather than use {@action Quick Alchemy} on the spot.",
												"{@b Barbarian} high {@skill Athletics}; high Str, high to moderate Con; high AC; high Fortitude; high HP; moderate attack and extreme damage (when raging); {@action Rage} and a few barbarian abilities",
												"{@b Bard} moderate {@skill Occultism}, high {@skill Performance}, high Charisma-based skills; high Cha; low Fortitude, moderate to high Will; low to moderate HP; low accuracy; high to extreme spell DC; spontaneous occult spellcasting as a bard of their level; composition spells",
												"{@b Champion} low {@skill Perception}; moderate {@skill Religion}; high Str or Dex, moderate Cha; extreme AC; low Reflex; moderate attack and high damage; champion's reaction, devotion spells, {@feat Shield Block}",
												"{@b Cleric (Cloistered Cleric)} high {@skill Perception}; high {@skill Religion}, moderate or high skill themed to deity; low AC; high Wis; low Fortitude, high Will; low to moderate HP; low accuracy; high to extreme spell DC; prepared divine spellcasting as a cleric of their level; divine font; domain spells",
												"{@b Cleric (Warpriest)} moderate {@skill Perception}; moderate {@skill Religion}, moderate or high skill themed to deity; high Str, moderate Wis; high AC; low Reflex, high Will; high spell DC; prepared divine spellcasting as a cleric of their level; divine font, {@feat Shield Block}",
												"{@b Druid} high {@skill Perception}; high {@skill Nature}, moderate or high skill from order; high Wis; high Will; low to moderate HP; low accuracy; high to extreme spell DC; prepared primal spellcasting as a druid of their level; order ability and order spell for their order; Shield Block; add an animal to the encounter for animal order",
												"{@b Fighter} high {@skill Acrobatics} or {@skill Athletics}; high Str or Dex; high AC; low Will; high attack and high damage; {@action Attack of Opportunity}, {@feat Shield Block}, a few fighter abilities",
												"{@b Monk} high {@skill Acrobatics}, {@skill Athletics}, or both; high Str or Dex, moderate Wis; high or extreme AC; moderate attack and high damage; {@action Flurry of Blows}, a few monk abilities (possibly including ki spells)",
												"{@b Ranger} high {@skill Perception}; moderate {@skill Nature} and moderate to high {@skill Survival}; high Str or Dex; high AC; moderate attack and high damage (or for a simpler ranger, remove {@action Hunt Prey} and just use high attack and high damage); a few ranger abilities",
												"{@b Rogue} high {@skill Perception}; high Dex (or key ability score for a specific rogue's racket); high {@skill Stealth} and {@skill Thievery}, plus more skills than usual; high AC; low Fortitude, high Reflex; low to moderate HP; moderate attack and low to moderate damage before sneak attack plus high or extreme damage with sneak attack; sneak attack, a few rogue abilities",
												"{@b Sorcerer} low {@skill Perception}; moderate bloodline skills and high Charisma-based bloodline skills; high Cha; low AC; low Fortitude; low HP; low accuracy; high to extreme spell DC; spontaneous spellcasting of a tradition based on bloodline as a sorcerer of their level; bloodline spells",
												"{@b Wizard} low {@skill Perception}; high {@skill Arcana}; high Int; low AC; low Fortitude; low HP; low accuracy; high to extreme spell DC; prepared arcane spellcasting as a wizard of their level; {@action Drain Bonded Item}, school spells and additional slots for a specialist (or additional uses of {@action Drain Bonded Item} for a universalist)"
											]
										}
									]
								},
								{
									"type": "pf2-brown-box",
									"source": "GMG",
									"page": 73,
									"name": "CLASS ABILITIES",
									"entries": [
										"You don't need to give an NPC all the abilities from its class\u2014especially those that just alter numbers. The following abilities are good quick choices that make for more interesting encounters.",
										{
											"type": "list",
											"style": "list-no-bullets",
											"items": [
												"{@b Alchemist} Feats 1st: {@feat Quick Bomber}; 6th: {@feat Debilitating Bomb}; 8th: {@feat Sticky Bomb}; 10th: {@feat Expanded Splash}, {@feat Greater Debilitating Bomb}; 14th: {@feat True Debilitating Bomb}; 18th: {@feat Miracle Worker}",
												"{@b Barbarian} instinct ability and related feats, raging resistance; Feats 1st: {@feat Raging Intimidation}; 2nd: {@feat No Escape}, {@feat Shake it Off}; 4th: {@feat Fast Movement}, {@feat Swipe (Barbarian)}; 6th: {@feat Attack of Opportunity (Barbarian)}, {@feat Cleave}; 8th: {@feat Sudden Leap (Barbarian)}; 10th: {@feat Come and Get Me}, {@feat Knockback}, {@feat Terrifying Howl}; 14th: {@feat Awesome Blow}, {@feat Whirlwind Strike (Barbarian)}; 18th: {@feat Vicious Evisceration}",
												"{@b Bard} muse feats; Feats 4th: {@feat Melodious Spell}; 6th: {@feat Dirge of Doom}, {@feat Steady Spellcasting (Bard)}; 10th: {@feat Quickened Casting (Bard)}; 14th: {@feat Allegro}, {@feat Soothing Ballad}; 16th: {@feat Effortless Concentration (Bard)}; 20th: {@feat Fatal Aria}",
												"{@b Champion} divine ally and related feats, divine smite, exalt, feats based on cause; Feats 1st: {@feat Deity's Domain}; 2nd: {@feat Divine Grace}; 4th: {@feat Aura of Courage}, {@feat Mercy}; 6th: {@feat Attack of Opportunity (Champion)}; 8th: {@feat Greater Mercy}; 12th: {@feat Aura of Faith}; 14th: {@feat Aura of Righteousness}, {@feat Divine Reflexes}; 18th: {@feat Celestial Form}, {@feat Ultimate Mercy}",
												"{@b Cleric} Feats 1st: {@feat Harming Hands}, {@feat Healing Hands}; 2nd: {@feat Sap Life}, {@feat Turn Undead}; 4th: {@feat Command Undead}, {@feat Necrotic Infusion}; 6th: {@feat Divine Weapon}, {@feat Selective Energy}; 8th: {@feat Channeled Succor}; 12th: {@feat Defensive Recovery}; 14th: {@feat Fast Channel}; 16th: {@feat Eternal Bane}, {@feat Eternal Blessing}",
												"{@b Druid} order feats; Feats 6th: {@feat Steady Spellcasting (Druid)}; 8th: {@feat Fey Caller} (only the added spells); 10th: {@feat Overwhelming Energy (Druid)}; 12th: {@feat Primal Summons}; 16th: {@feat Effortless Concentration (Druid)}, 20th: {@feat Leyline Conduit}",
												"{@b Fighter} bravery, feats associated with a combat style; Feats 1st: {@feat Power Attack}, {@feat Sudden Charge (Fighter)}; 2nd: {@feat Intimidating Strike}, {@feat Lunge}; 4th: {@feat Knockdown}, {@feat Swipe (Fighter)}; 6th: {@feat Shatter Defenses}; 8th: {@feat Blind-Fight (Fighter)}, {@feat Felling Strike}, {@feat Sudden Leap (Fighter)}; 10th: {@feat Certain Strike}, {@feat Combat Reflexes}, {@feat Disruptive Stance}, {@feat Fearsome Brute}; 12th: {@feat Spring Attack}; 14th: {@feat Determination}, {@feat Whirlwind Strike (Fighter)}; 20th: {@feat Weapon Supremacy}",
												"{@b Monk} metal strikes, mystic strikes, perfected form, stance and related feats; Feats 1st: {@feat Ki Rush}, {@feat Ki Strike}; 2nd: {@feat Crushing Grab}, {@feat Stunning Fist}; 4th: {@feat Deflect Arrow}, {@feat Flying Kick}; 6th: {@feat Abundant Step}, {@feat Ki Blast}, {@feat Whirling Throw}; 8th: {@feat Wall Run}; 10th: {@feat Winding Flow}; 16th: {@feat Quivering Palm}, {@feat Shattering Strike}; 18th: {@feat Diamond Fists}, {@feat Swift River}; 20th: {@feat Enduring Quickness}, {@feat Impossible Techniques}",
												"{@b Ranger} {@action Hunt Prey}, hunter's edge, nature's edge, masterful hunter, swift prey, companion or combat style and related feats; Feats 2nd: {@feat Quick Draw (Ranger)}, {@feat Wild Empathy}; 4th: {@feat Scout's Warning}; 6th: {@feat Skirmish Strike}; 8th: {@feat Blind-Fight (Ranger)}, {@feat Warden's Boon}; 10th: {@feat Camouflage}; 14th: {@feat Sense the Unseen}; 18th: {@feat Shadow Hunter}; 20th: {@feat Ultimate Skirmisher}",
												"{@b Rogue} surprise attack, deny advantage, debilitating strike, master strike, rogue's racket and related feats; Feats 1st: {@feat Nimble Dodge}; 2nd: {@feat Mobility}, {@feat Quick Draw (Rogue)}; 4th: {@feat Scout's Warning}; 6th: {@feat Gang Up}, {@feat Skirmish Strike}, {@feat Twist the Knife}; 8th: {@feat Blind-Fight (Rogue)}, {@feat Opportune Backstab}; 10th: {@feat Sneak Savant}; 12th: {@feat Fantastic Leap}, {@feat Spring from the Shadows}; 14th: {@feat Sense the Unseen}; 16th: {@feat Dispelling Slice}, {@feat Perfect Distraction}; 20th: {@feat Hidden Paragon}, {@feat Reactive Distraction}",
												"{@b Sorcerer} bloodline and related feats; Feats 1st: {@feat Counterspell (Sorcerer)}, {@feat Dangerous Sorcery}; 4th: {@feat Bespell Weapon (Sorcerer)}; 6th: {@feat Steady Spellcasting (Sorcerer)}; 10th: {@feat Overwhelming Energy (Sorcerer)}, {@feat Quickened Casting (Sorcerer)}; 16th: {@feat Effortless Concentration (Sorcerer)}; 20th: {@feat Metamagic Mastery (Sorcerer)}",
												"{@b Wizard} school and related feats; Feats 1st: {@feat Counterspell (Wizard)}; 4th: {@feat Bespell Weapon (Wizard)}; 6th: {@feat Steady Spellcasting (Wizard)}; 10th: {@feat Overwhelming Energy (Wizard)}, {@feat Quickened Casting (Wizard)}; 12th: {@feat Clever Counterspell}; 14th: {@feat Reflect Spell (Wizard)}; 16th: {@feat Effortless Concentration (Wizard)}; 18th: {@feat Infinite Possibilities}; 20th: {@feat Metamagic Mastery (Wizard)}, {@feat Spell Combination}."
											]
										}
									]
								}
							]
						}
					]
				},
				{
					"type": "pf2-h1",
					"blue": true,
					"source": "GMG",
					"page": 74,
					"name": "Building Hazards",
					"entries": [
						{
							"type": "pf2-h2",
							"source": "GMG",
							"page": 74,
							"name": "Concept",
							"entries": [
								"The first thing you'll need is a concept for your hazard.",
								"What level is your hazard? Will it be simple or complex? Is it a trap, a haunt, an environmental hazard, or something else? If it's a trap, is it mechanical, magical, or both? This is a good time to brainstorm the hazard's name and description, as this will help you decide how the hazard can be disabled.",
								"The following information builds on concepts from Building Creatures, which starts on page 56.",
								{
									"type": "pf2-h3",
									"source": "GMG",
									"page": 74,
									"name": "Hazard Types",
									"entries": [
										"The three main types of hazards are traps, environmental hazards, and haunts.",
										"Traps are usually built or placed, though they can also form accidentally, such as if a magic portal, through millennia of disuse, malfunctions as its magic warps. Mechanical traps always have some physical component, whereas purely magical traps typically don't. Magical traps can usually be counteracted by {@i dispel magic}, and those without a listed proficiency rank for {@skill Stealth} can be found using {@i detect magic}. {@skill Thievery} is the most common skill used to disable traps.",
										"Environmental hazards are either living things, like dangerous spores and molds, or simply features of the terrain or environment, like avalanches or rockslides. While they are always physical, some environmental hazards can't reasonably be attacked or damaged, such as a cloud of poisonous gas or a patch of quicksand. {@skill Survival} is the most common skill used to disable environmental hazards.",
										"Haunts are spiritual hazards, usually formed when the spiritual essence of a location is imprinted with the instincts and emotions from a living being's demise. Because haunts lack matter, they rarely involve a physical component, and when they do, that component is generally incorporeal or might even be damaged only by positive energy. The skills and options used to disable haunts vary, though using {@skill Religion} for an exorcism is common. However, even with a successful check to disable a haunt, it can reoccur until its unfinished business is resolved. Typically, successfully disabling or enduring a haunt provides clues to determine what it would take to lay it to rest permanently."
									]
								}
							]
						},
						{
							"type": "pf2-h2",
							"source": "GMG",
							"page": 74,
							"name": "Understanding and Choosing Statistics",
							"entries": [
								"Much like for creatures, hazard statistics can be extreme, high, or low (hazards don't need as much granularity, so they usually don't have moderate or terrible values for their statistics). While they are defined in creature creation, when building a hazard, you'll use the values slightly differently.",
								"{@b Extreme:} While extreme values remain world-class statistics that are extremely difficult to meet or exceed, unlike with monsters, almost all hazards have one extreme statistic because hazards normally activate only if they have gone {@condition unnoticed} or if someone critically failed to disable them. Does it have an extreme {@skill Stealth} DC that makes it incredibly hard to find, an extreme Disable DC that makes it perilous to disable, or an extreme save DC that makes it deadly in the event it triggers? These are the most common choices, as each affects a different phase of encountering the hazard.",
								"{@b High:} This is a capable level, and can generally serve as a baseline value; this value for hazards covers what would be the high and moderate ranges for creatures.",
								"{@b Low:} If a hazard has a weakness, like a poor Reflex save for a bulky mechanical trap or an easy DC to disable for a hard-to-find trap, it usually has a low value. If you need something even lower, use a terrible value from Building Creatures (pages 56\u201373), or just an incredibly low value."
							]
						},
						{
							"type": "pf2-h2",
							"source": "GMG",
							"page": 75,
							"name": "Stealth and Disable",
							"entries": [
								"When determining a hazard's combat statistics, first decide how the hazard can be located and how hard it is to disable.",
								"A hazard where the main challenge is how difficult it is to find, like the {@i Core Rulebook's} {@condition hidden} pit, might have a very different effect for its level than a hazard out in plain sight, daring a PC to try to disable it, like the {@i Armageddon orb}",
								{
									"type": "table",
									"source": "GMG",
									"page": 75,
									"name": "STEALTH AND DISABLE DCS",
									"id": "2-13",
									"colStyles": [
										"text-center",
										"text-center",
										"text-center",
										"text-center"
									],
									"rows": [
										[
											"Level",
											"Extreme",
											"High",
											"Low"
										],
										[
											"\u20131",
											"18",
											"15",
											"12 to 11"
										],
										[
											"0",
											"19",
											"16",
											"13 to 12"
										],
										[
											"1",
											"20",
											"17",
											"14 to 13"
										],
										[
											"2",
											"21",
											"18",
											"15 to 14"
										],
										[
											"3",
											"23",
											"20",
											"17 to 15"
										],
										[
											"4",
											"25",
											"22",
											"18 to 17"
										],
										[
											"5",
											"26",
											"23",
											"20 to 18"
										],
										[
											"6",
											"28",
											"25",
											"21 to 19"
										],
										[
											"7",
											"30",
											"27",
											"23 to 21"
										],
										[
											"8",
											"31",
											"28",
											"24 to 22"
										],
										[
											"9",
											"33",
											"30",
											"26 to 23"
										],
										[
											"10",
											"35",
											"32",
											"27 to 25"
										],
										[
											"11",
											"36",
											"33",
											"29 to 26"
										],
										[
											"12",
											"38",
											"35",
											"30 to 27"
										],
										[
											"13",
											"40",
											"37",
											"32 to 29"
										],
										[
											"14",
											"41",
											"38",
											"33 to 30"
										],
										[
											"15",
											"43",
											"40",
											"35 to 31"
										],
										[
											"16",
											"45",
											"42",
											"36 to 33"
										],
										[
											"17",
											"46",
											"43",
											"38 to 34"
										],
										[
											"18",
											"48",
											"45",
											"39 to 35"
										],
										[
											"19",
											"50",
											"47",
											"41 to 37"
										],
										[
											"20",
											"51",
											"48",
											"42 to 38"
										],
										[
											"21",
											"53",
											"50",
											"44 to 39"
										],
										[
											"22",
											"55",
											"52",
											"45 to 41"
										],
										[
											"23",
											"56",
											"53",
											"46 to 42"
										],
										[
											"24",
											"58",
											"55",
											"48 to 43"
										]
									]
								},
								"When deciding how your hazard is disabled, come up with a narrative description of how it would happen, which will inform which methods and skills disable the hazard. You'll need to decide the proficiency rank necessary to find the hazard as well as disable it with each method.",
								"Remember, a hazard without a listed rank next to its {@skill Stealth} DC is obvious enough that creatures can find it without {@action Search||Searching}, and magical hazards without a listed rank are not normally protected against {@i detect magic}. Most hazards built by intelligent creatures are {@condition concealed} have at least a trained rank. Table 2\u201314 indicates the high and moderate proficiency requirements by level; you can use lower proficiency ranks than the ones listed, and if you use the high rank, consider a secondary, perhaps less-efficient method to disable the hazard using a lower rank. For instance, the bloodthirsty urge haunt in the {@i Core Rulebook} can be disabled with master {@skill Religion}, or by a higher DC with expert {@skill Diplomacy}.",
								"If you need a {@skill Stealth} modifier for a complex hazard, just subtract 10 from the listed DC.",
								{
									"type": "table",
									"source": "GMG",
									"page": 75,
									"name": "MINIMUM PROFICIENCY",
									"id": "2-14",
									"colStyles": [
										"text-center",
										"text-center",
										"text-center"
									],
									"rows": [
										[
											"Levels",
											"High",
											"Moderate"
										],
										[
											"0 or lower",
											"Untrained",
											"Untrained"
										],
										[
											"1-4",
											"Trained (expert for {@skill Perception})",
											"Trained"
										],
										[
											"5-8",
											"Expert",
											"Trained"
										],
										[
											"9-18",
											"Master",
											"Expert"
										],
										[
											"19 or higher",
											"Legendary",
											"Master"
										]
									]
								}
							]
						},
						{
							"type": "pf2-h2",
							"source": "GMG",
							"page": 75,
							"name": "Defenses",
							"entries": [
								"If there's a physical component that a character could break, you'll need to determine the hazard's AC, Fortitude save, and Reflex save, using the extreme, high, and low values (preceded by E, H, or L on the table) as well as its Hardness, HP, and Broken Threshold (BT). When building a purely magical or formless hazard, you can skip this section.",
								{
									"type": "table",
									"source": "GMG",
									"page": 75,
									"name": "DEFENSES",
									"id": "2-15",
									"colStyles": [
										"text-center",
										"text-center",
										"text-center",
										"text-center",
										"text-center",
										"text-center",
										"text-center",
										"text-center",
										"text-center"
									],
									"rows": [
										[
											"Level",
											"EAC",
											"HAC",
											"LAC",
											"E Save",
											"H Save",
											"L Save",
											"Hardness",
											"HP*"
										],
										[
											"\u20131",
											"18",
											"15",
											"12",
											"{@dice 1d20+9|+9}",
											"{@dice 1d20+8|+8}",
											"{@dice 1d20+2|+2}",
											"2\u20134",
											"11\u201313"
										],
										[
											"0",
											"19",
											"16",
											"13",
											"{@dice 1d20+10|+10}",
											"{@dice 1d20+9|+9}",
											"{@dice 1d20+3|+3}",
											"3\u20135",
											"15\u201317"
										],
										[
											"1",
											"19",
											"16",
											"13",
											"{@dice 1d20+11|+11}",
											"{@dice 1d20+10|+10}",
											"{@dice 1d20+4|+4}",
											"5\u20137",
											"23\u201325"
										],
										[
											"2",
											"21",
											"18",
											"15",
											"{@dice 1d20+12|+12}",
											"{@dice 1d20+11|+11}",
											"{@dice 1d20+5|+5}",
											"7\u20139",
											"30\u201334"
										],
										[
											"3",
											"22",
											"19",
											"16",
											"{@dice 1d20+14|+14}",
											"{@dice 1d20+12|+12}",
											"{@dice 1d20+6|+6}",
											"10\u201312",
											"42\u201346"
										],
										[
											"4",
											"24",
											"21",
											"18",
											"{@dice 1d20+15|+15}",
											"{@dice 1d20+14|+14}",
											"{@dice 1d20+8|+8}",
											"11\u201313",
											"46\u201350"
										],
										[
											"5",
											"25",
											"22",
											"19",
											"{@dice 1d20+17|+17}",
											"{@dice 1d20+15|+15}",
											"{@dice 1d20+9|+9}",
											"12\u201314",
											"50\u201354"
										],
										[
											"6",
											"27",
											"24",
											"21",
											"{@dice 1d20+18|+18}",
											"{@dice 1d20+17|+17}",
											"{@dice 1d20+11|+11}",
											"13\u201315",
											"54\u201358"
										],
										[
											"7",
											"28",
											"25",
											"22",
											"{@dice 1d20+20|+20}",
											"{@dice 1d20+18|+18}",
											"{@dice 1d20+12|+12}",
											"14\u201316",
											"58\u201362"
										],
										[
											"8",
											"30",
											"27",
											"24",
											"{@dice 1d20+21|+21}",
											"{@dice 1d20+19|+19}",
											"{@dice 1d20+13|+13}",
											"15\u201317",
											"62\u201366"
										],
										[
											"9",
											"31",
											"28",
											"25",
											"{@dice 1d20+23|+23}",
											"{@dice 1d20+21|+21}",
											"{@dice 1d20+15|+15}",
											"16\u201318",
											"66\u201370"
										],
										[
											"10",
											"33",
											"30",
											"27",
											"{@dice 1d20+24|+24}",
											"{@dice 1d20+22|+22}",
											"{@dice 1d20+16|+16}",
											"17\u201319",
											"70\u201374"
										],
										[
											"11",
											"34",
											"31",
											"28",
											"{@dice 1d20+26|+26}",
											"{@dice 1d20+24|+24}",
											"{@dice 1d20+18|+18}",
											"19\u201321",
											"78\u201382"
										],
										[
											"12",
											"36",
											"33",
											"30",
											"{@dice 1d20+27|+27}",
											"{@dice 1d20+25|+25}",
											"{@dice 1d20+19|+19}",
											"20\u201322",
											"82\u201386"
										],
										[
											"13",
											"37",
											"34",
											"31",
											"{@dice 1d20+29|+29}",
											"{@dice 1d20+26|+26}",
											"{@dice 1d20+20|+20}",
											"21\u201323",
											"86\u201390"
										],
										[
											"14",
											"39",
											"36",
											"33",
											"{@dice 1d20+30|+30}",
											"{@dice 1d20+28|+28}",
											"{@dice 1d20+22|+22}",
											"22\u201324",
											"90\u201394"
										],
										[
											"15",
											"40",
											"37",
											"34",
											"{@dice 1d20+32|+32}",
											"{@dice 1d20+29|+29}",
											"{@dice 1d20+23|+23}",
											"23\u201325",
											"94\u201398"
										],
										[
											"16",
											"42",
											"39",
											"36",
											"{@dice 1d20+33|+33}",
											"{@dice 1d20+30|+30}",
											"{@dice 1d20+25|+25}",
											"25\u201327",
											"101\u2013107"
										],
										[
											"17",
											"43",
											"40",
											"37",
											"{@dice 1d20+35|+35}",
											"{@dice 1d20+32|+32}",
											"{@dice 1d20+26|+26}",
											"27\u201329",
											"109\u2013115"
										],
										[
											"18",
											"45",
											"42",
											"39",
											"{@dice 1d20+36|+36}",
											"{@dice 1d20+33|+33}",
											"{@dice 1d20+27|+27}",
											"29\u201331",
											"117\u2013123"
										],
										[
											"19",
											"46",
											"43",
											"40",
											"{@dice 1d20+38|+38}",
											"{@dice 1d20+35|+35}",
											"{@dice 1d20+29|+29}",
											"31\u201333",
											"125\u2013131"
										],
										[
											"20",
											"48",
											"45",
											"42",
											"{@dice 1d20+39|+39}",
											"{@dice 1d20+36|+36}",
											"{@dice 1d20+30|+30}",
											"33\u201335",
											"133\u2013139"
										],
										[
											"21",
											"49",
											"46",
											"43",
											"{@dice 1d20+41|+41}",
											"{@dice 1d20+38|+38}",
											"{@dice 1d20+32|+32}",
											"36\u201338",
											"144\u2013152"
										],
										[
											"22",
											"51",
											"48",
											"45",
											"{@dice 1d20+43|+43}",
											"{@dice 1d20+39|+39}",
											"{@dice 1d20+33|+33}",
											"39\u201341",
											"156\u2013164"
										],
										[
											"23",
											"52",
											"49",
											"46",
											"{@dice 1d20+44|+44}",
											"{@dice 1d20+40|+40}",
											"{@dice 1d20+34|+34}",
											"44\u201346",
											"168\u2013176"
										],
										[
											"24",
											"54",
											"51",
											"48",
											"{@dice 1d20+46|+46}",
											"{@dice 1d20+42|+42}",
											"{@dice 1d20+36|+36}",
											"46\u201350",
											"180\u2013188"
										]
									],
									"footnotes": [
										"* The Broken Threshold is usually half the hazard's HP."
									]
								},
								"Some hazards, even high-level ones, don't make sense with a high Hardness value. In those cases, you can skip the Hardness and use the HP values from table 2\u20137: Hit Points on page 63. Especially for complex hazards, you might want to divide the durability over multiple sections, located in different positions, to encourage teamwork and mobility."
							]
						},
						{
							"type": "pf2-h2",
							"source": "GMG",
							"page": 76,
							"name": "Offense",
							"entries": [
								"Almost all hazards need an attack bonus or a save DC, and hazards that deal damage need to list a damage value. Simple hazards deal about twice as much damage as complex hazards and have an attack bonus even higher than the extreme attack bonus for a creature (abbreviated as S. Atk in Table 2\u201316: Offense). Complex hazards usually have attack bonuses akin to a high attack bonus for a creature (abbreviated as C. Atk in Table 2\u201316). You can adjust them further using Table 2\u20139: Attack Bonus on page 64 if your hazard needs it. Simple hazard DCs aren't as high for their level as their attack bonuses are, since effects with DCs usually have some effect even on a successful saving throw; use the EDC and HDC columns for extreme and hard DCs on Table 2\u201316: Offense below.",
								"The damage columns on the table give a damage expression you can use, followed by the average damage in parentheses. If you want to make your own damage expression, remember that average damage is 2.5 for a d4, 3.5 for a d6, 4.5 for a d8, 5.5 for a d10, and 6.5 for a d12.",
								{
									"type": "table",
									"source": "GMG",
									"page": 76,
									"name": "OFFENSE",
									"id": "2-16",
									"colStyles": [
										"text-center",
										"text-center",
										"text-center",
										"text-center",
										"text-center",
										"text-center",
										"text-center"
									],
									"rows": [
										[
											"Level",
											"S. Atk",
											"C. Atk",
											"Simple Dmg",
											"Complex Dmg",
											"EDC",
											"HDC"
										],
										[
											"\u20131",
											"{@dice 1d20+10|+10}",
											"{@dice 1d20+8|+8}",
											"{@dice 2d4+1} (6)",
											"{@dice 1d4+1} (3)",
											"19",
											"16"
										],
										[
											"0",
											"{@dice 1d20+11|+11}",
											"{@dice 1d20+8|+8}",
											"{@dice 2d6+3} (10)",
											"{@dice 1d6+2} (5)",
											"19",
											"16"
										],
										[
											"1",
											"{@dice 1d20+13|+13}",
											"{@dice 1d20+9|+9}",
											"{@dice 2d6+5} (12)",
											"{@dice 1d6+3} (6)",
											"20",
											"17"
										],
										[
											"2",
											"{@dice 1d20+14|+14}",
											"{@dice 1d20+11|+11}",
											"{@dice 2d10+7} (18)",
											"{@dice 1d10+4} (9)",
											"22",
											"18"
										],
										[
											"3",
											"{@dice 1d20+16|+16}",
											"{@dice 1d20+12|+12}",
											"{@dice 2d10+13} (24)",
											"{@dice 1d10+6} (12)",
											"23",
											"20"
										],
										[
											"4",
											"{@dice 1d20+17|+17}",
											"{@dice 1d20+14|+14}",
											"{@dice 4d8+10} (28)",
											"{@dice 2d8+5} (14)",
											"25",
											"21"
										],
										[
											"5",
											"{@dice 1d20+19|+19}",
											"{@dice 1d20+15|+15}",
											"{@dice 4d8+14} (32)",
											"{@dice 2d8+7} (16)",
											"26",
											"22"
										],
										[
											"6",
											"{@dice 1d20+20|+20}",
											"{@dice 1d20+17|+17}",
											"{@dice 4d8+18} (36)",
											"{@dice 2d8+9} (18)",
											"27",
											"24"
										],
										[
											"7",
											"{@dice 1d20+22|+22}",
											"{@dice 1d20+18|+18}",
											"{@dice 4d10+18} (40)",
											"{@dice 2d10+9} (20)",
											"29",
											"25"
										],
										[
											"8",
											"{@dice 1d20+23|+23}",
											"{@dice 1d20+20|+20}",
											"{@dice 4d10+22} (44)",
											"{@dice 2d10+11} (22)",
											"30",
											"26"
										],
										[
											"9",
											"{@dice 1d20+25|+25}",
											"{@dice 1d20+21|+21}",
											"{@dice 4d10+26} (48)",
											"{@dice 2d10+13} (24)",
											"32",
											"28"
										],
										[
											"10",
											"{@dice 1d20+26|+26}",
											"{@dice 1d20+23|+23}",
											"{@dice 4d12+26} (52)",
											"{@dice 2d12+13} (26)",
											"33",
											"29"
										],
										[
											"11",
											"{@dice 1d20+28|+28}",
											"{@dice 1d20+24|+24}",
											"{@dice 4d12+30} (56)",
											"{@dice 2d12+15} (28)",
											"34",
											"30"
										],
										[
											"12",
											"{@dice 1d20+29|+29}",
											"{@dice 1d20+26|+26}",
											"{@dice 6d10+27} (60)",
											"{@dice 3d10+14} (30)",
											"36",
											"32"
										],
										[
											"13",
											"{@dice 1d20+31|+31}",
											"{@dice 1d20+27|+27}",
											"{@dice 6d10+31} (64)",
											"{@dice 3d10+16} (32)",
											"37",
											"33"
										],
										[
											"14",
											"{@dice 1d20+32|+32}",
											"{@dice 1d20+29|+29}",
											"{@dice 6d10+35} (68)",
											"{@dice 3d10+18} (34)",
											"39",
											"34"
										],
										[
											"15",
											"{@dice 1d20+34|+34}",
											"{@dice 1d20+30|+30}",
											"{@dice 6d12+33} (72)",
											"{@dice 3d12+17} (36)",
											"40",
											"36"
										],
										[
											"16",
											"{@dice 1d20+35|+35}",
											"{@dice 1d20+32|+32}",
											"{@dice 6d12+35} (74)",
											"{@dice 3d12+18} (37)",
											"41",
											"37"
										],
										[
											"17",
											"{@dice 1d20+37|+37}",
											"{@dice 1d20+33|+33}",
											"{@dice 6d12+37} (76)",
											"{@dice 3d12+19} (38)",
											"43",
											"38"
										],
										[
											"18",
											"{@dice 1d20+38|+38}",
											"{@dice 1d20+35|+35}",
											"{@dice 6d12+41} (80)",
											"{@dice 3d12+20} (40)",
											"44",
											"40"
										],
										[
											"19",
											"{@dice 1d20+40|+40}",
											"{@dice 1d20+36|+36}",
											"{@dice 8d10+40} (84)",
											"{@dice 4d10+20} (42)",
											"46",
											"41"
										],
										[
											"20",
											"{@dice 1d20+41|+41}",
											"{@dice 1d20+38|+38}",
											"{@dice 8d10+44} (88)",
											"{@dice 4d10+22} (44)",
											"47",
											"42"
										],
										[
											"21",
											"{@dice 1d20+43|+43}",
											"{@dice 1d20+39|+39}",
											"{@dice 8d10+48} (92)",
											"{@dice 4d10+24} (46)",
											"48",
											"44"
										],
										[
											"22",
											"{@dice 1d20+44|+44}",
											"{@dice 1d20+41|+41}",
											"{@dice 8d10+52} (96)",
											"{@dice 4d10+26} (48)",
											"50",
											"45"
										],
										[
											"23",
											"{@dice 1d20+46|+46}",
											"{@dice 1d20+42|+42}",
											"{@dice 8d12+48} (100)",
											"{@dice 4d12+24} (50)",
											"51",
											"46"
										],
										[
											"24",
											"{@dice 1d20+47|+47}",
											"{@dice 1d20+44|+44}",
											"{@dice 8d12+52} (104)",
											"{@dice 4d12+26} (52)",
											"52",
											"48"
										]
									]
								},
								{
									"type": "pf2-h3",
									"source": "GMG",
									"page": 76,
									"name": "Designing Simple Hazards",
									"entries": [
										"When designing a simple hazard, make sure to select an appropriate trigger and effect. Often, a simple hazard that merely damages its target is little more than a speed bump that slows down the game without much added value, so think about the purpose of your hazard carefully, both in the story and in the game world, especially when it's a hazard that a creature intentionally built or placed in that location. A great simple hazard does something interesting, has a longer-lasting consequence, or integrates with the nearby inhabitants or even the encounters in some way (you can find more information on integrating hazards with encounters in Dynamic Encounters on page 48)"
									]
								},
								{
									"type": "pf2-h3",
									"source": "GMG",
									"page": 76,
									"name": "Designing Complex Hazards",
									"entries": [
										"Unlike a simple hazard, a complex hazard can play the part of a creature in a battle, or can be an encounter all its own. Many of the concerns with damaging effects when designing a simple hazard don't apply when designing a complex hazard. A complex hazard can apply its damage over and over again, eventually killing its hapless victim, and isn't intended to be a quick-to-overcome obstacle.",
										"Complex hazards have a lot more in common with creatures than simple hazards do, and you'll see that a complex hazard's statistics are similar to those of a creature.",
										"A good complex hazard often requires disabling multiple components or otherwise interacting with the encounter in some way. For instance, while the {@i Core Rulebook's} poisoned dart gallery requires only one {@skill Thievery} check to disable, the control panel is on the far end of the gallery, so a PC would need to make their way across first.",
										{
											"type": "pf2-h4",
											"source": "GMG",
											"page": 76,
											"name": "Building Routines",
											"entries": [
												"A complex hazard has a routine each round, whether it stems from preprogrammed instructions built into a trap, instincts and residual emotions swirling around a complex haunt, or a force of nature like sinking in quicksand. Make sure to build a routine that makes sense for the hazard; an environmental lava chute that ejects lava into the area each round shouldn't be able to seek out and precisely target only the PCs, but it might spatter random areas within range or everything within range, depending on how you describe the hazard. However, a complex haunt might be able to recognize life force and target living creatures.",
												"If you create a hazard that can't consistently attack the PCs (like the {@i Core Rulebook's} blade pillar, which moves in a random direction), you can make it deadlier than normal in other ways.",
												"The hazard should have as many actions as you feel it needs to perform its routine. If you split the routine out into several actions, you can also remove some of the hazard's actions once partial progress is made in disabling or destroying it; this can give the PCs a feeling of progress, and it can encourage them to handle the hazard if it appears in a encounter alongside creatures."
											]
										}
									]
								}
							]
						},
						{
							"type": "pf2-h2",
							"source": "GMG",
							"page": 77,
							"name": "Simple Hazards",
							"entries": [
								"A simple hazard uses its reaction when triggered."
							]
						},
						{
							"type": "pf2-h2",
							"source": "GMG",
							"page": 80,
							"name": "Complex Hazards",
							"entries": [
								"Complex hazards roll initiative and act on their turn."
							]
						}
					]
				},
				{
					"type": "pf2-h1",
					"blue": true,
					"source": "GMG",
					"page": 82,
					"name": "Building Items",
					"entries": [
						"New items make great mementos of previous adventures and tend to be one of the easiest elements for a character to begin using mid-campaign after receiving them as a reward. This section explains the philosophy and numbers behind creating items so you can design your own in no time!",
						{
							"type": "pf2-h2",
							"source": "GMG",
							"page": 82,
							"name": "Concept and Role",
							"entries": [
								"First, come up with a concept for the item based on the role the item serves in your game and in the game's world. You might include a new item in an ancient ruin to hint at the its history and the people who used to live there. For instance, a Thassilonian ruin might have an item based on rune magic, while a Jistkan ruin might have an item related to golems.",
								"A new magic item might be important later in the story, or its role might be as simple as a fun wolf-themed item for the monk that uses Wolf Stance. Keep your concept in mind to guide you through the rest of the process. Start thinking about what kind of magic item it will be. Each item type has its own niche, and some are less likely to be as useful to the PCs. For instance, new weapons and armor require the PC to give up the weapon or armor they already have, which might make them more reluctant to use the new items unless they're noticeably better, while consumable items don't have as big an impact on the story as permanent items.",
								{
									"type": "pf2-h3",
									"source": "GMG",
									"page": 82,
									"name": "Item Level",
									"entries": [
										"A new item is typically going to be within a few levels of the PCs. If it's too low, it might not be interesting, and if it's too high, it might be too powerful or too lucrative to sell."
									]
								},
								{
									"type": "pf2-h3",
									"source": "GMG",
									"page": 82,
									"name": "Comparison",
									"entries": [
										"First, take a look at similar items. For example, if you want a permanent item that lets someone fly, look at the {@i broom of flying}, which moves of its own volition to a location and thus can't be used to gain a huge advantage during combat, and {@i winged boots}, which can. This will give you an idea of the right level range and the different specifics and limitations of existing items. You might even be able to just adjust one of those a bit to get what you want with minimal work."
									]
								}
							]
						},
						{
							"type": "pf2-h2",
							"source": "GMG",
							"page": 82,
							"name": "Item Effects",
							"entries": [
								"Next, use the item's concept and role to decide its effects. This is where your creativity will bring the item to life. Make sure to have it do something exciting and roleplay-inspiring. A magic item that does nothing more than deliver a bonus is far less interesting, even if the item does have a load-bearing item bonus, like a magic weapon. To determine the item's power, take into account the special abilities you give the item as well as the item bonus (if any) that it grants.",
								"For specific advice for the type of magic item you are creating, check out Designing by Type on page 83.",
								{
									"type": "pf2-h3",
									"source": "GMG",
									"page": 82,
									"name": "Special Abilities",
									"entries": [
										"When deciding what special abilities are appropriate for what level, it's best to look for similar spells to gauge the effect. For most consumables, the effect should be less powerful than the highest level spell a spellcaster of the item's level could cast. Scrolls are about the most efficient you can get\u2014they're the same level the spellcaster would be\u2014but they require a spellcaster that has the spell on their list, and take the same actions as casting the spell normally.",
										"The most straightforward choice is a once-per-day ability. For this, the item's level should be at least 2 levels higher than the minimum level a spellcaster could first cast that spell. For example, if your ability is about as powerful as a 3rd-level spell cast once per day (perhaps {@spell haste}), then it should be at least a 7th-level item. A basic wand is a good example. However, a wand is flexible and can contain the most effective possible choice for its spell level (such as long-lasting spells where once a day is effectively permanent), so a specific item that doesn't grant such a spell could have additional powers or bonuses at the same price as a wand.",
										"If the item can be activated multiple times per day, it should be at least 4 levels higher instead\u20149th level in our example. Frequency could range from twice per day to once per hour and anything in between. Choose whatever makes sense to allow the characters to use the item more frequently without being effectively constant or unlimited. The appropriate frequency, or whether it's ever okay to have unlimited activations, varies wildly based on the spell. Unlimited castings of a cantrip is fine, but an effect akin to a non-cantrip spell is rarely a good idea. Only attempt to build such an item when you're certain of the consequences.",
										"Items that can be activated less often than once per day don't appear too often, and they usually fit best with abilities that make sense outside of encounters. It's still best to stick to the guidelines for once-per-day abilities, but these items tend to have more properties\u2014and often strange ones.",
										{
											"type": "pf2-h4",
											"source": "GMG",
											"page": 82,
											"name": "Constant Abilities",
											"entries": [
												"If you want an effect to be constant, set the level and Price accordingly. For instance, let's say your group is 16th level and you want to give them an item themed around flying.",
												"A 7th-level {@spell fly} spell lasts an hour already, so one casting covers a significant portion of the adventuring day. To keep it simpler, you decide to create a 16th-level cloak that lets the wearer constantly fly. Remember, some effects were never meant to be constant and could warp your game."
											]
										},
										{
											"type": "pf2-h4",
											"source": "GMG",
											"page": 83,
											"name": "Activation Actions",
											"entries": [
												"Watch out when picking the number of actions an activation takes! A 1-action activation that casts a spell with a 2-action casting time is drastically more powerful in an encounter than an item with a 2-action activation would be. An item like that is typically much higher level, and it works best with \"helper\" spells or ones with limited utility rather than offensive spells. The safest bet is to use the same number of actions the spell normally takes to cast."
											]
										},
										{
											"type": "pf2-h4",
											"source": "GMG",
											"page": 83,
											"name": "Scaling Out of Usefulness",
											"entries": [
												"Some spells aren't appealing if their level is too low. For instance, an item that casts 1st-level {@i burning hands} three times per day might be 5th or 6th level. The problem is that spell scaling has the biggest impact at low levels, so the spell isn't effective compared to other actions a character could take. Err on the side of fewer, more impressive activations."
											]
										}
									]
								},
								{
									"type": "pf2-h3",
									"source": "GMG",
									"page": 83,
									"name": "Bonuses",
									"entries": [
										"If your item includes item bonuses, check the table below for the minimum item levels the game's math expects permanent bonuses to be applied to. A lower-level item might give such a bonus temporarily, but keep track to make sure the item isn't effectively permanent. If a character typically picks three or fewer locks a day, there's no difference between a +2 item bonus to pick all locks and an activation that gives a +2 item bonus to {@action Pick a Lock} three times per day.",
										"For attack bonuses, AC, and saves, the minimums match {@i magic weapons} and {@i magic armor}. You can have other items with these bonuses (like {@i {@item handwraps of mighty blows (generic)|CRB|handwraps of mighty blows}}), but keep in mind they compete with fundamental runes.",
										"Skill bonuses come on a wider range of items. Some are more broadly useful, so an {@skill Athletics} item might be more expensive than an equivalent {@skill Society} item. Gaining a bonus to {@skill Perception} is especially valuable compared to gaining a bonus to a skill. Just because an item is the minimum level for its bonus doesn't mean the bonus should be the item's only power. The item can and should have an additional interesting power beyond the bonus. Likewise, an item can come at a higher level than the minimum, but if it's much higher, its abilities start to compete with the next bonus."
									]
								},
								{
									"type": "table",
									"source": "GMG",
									"page": 83,
									"name": "LEVELS FOR PERMANENT ITEM BONUSES",
									"id": "2-17",
									"rows": [
										[
											"Statistic",
											"+1",
											"+2",
											"+3"
										],
										[
											"Attack Bonus",
											"2",
											"10",
											"16"
										],
										[
											"AC",
											"5",
											"11",
											"18"
										],
										[
											"Save (resilient rune)",
											"8",
											"14",
											"20"
										],
										[
											"Skill/Perception",
											"3",
											"9",
											"17*"
										]
									],
									"footnotes": [
										"* This is also the minimum level for apex items."
									]
								}
							]
						},
						{
							"type": "pf2-h2",
							"source": "GMG",
							"page": 83,
							"name": "Designing by Type",
							"entries": [
								"The following guidance applies to items of various types.",
								{
									"type": "pf2-h3",
									"source": "GMG",
									"page": 83,
									"name": "Alchemical Items",
									"entries": [
										"Alchemical items are consumables. Because alchemists can make a large number for free, alchemical items tend to be on the weaker end for their level, with lower Prices. Avoid {@trait alchemical} effects that feel too much like magic. Alchemy is capable of fantastical things, but should have its own distinct feel; where you draw the line depends on your game.",
										"Alchemical bombs are like weapons for alchemists and should usually primarily deal damage, with small extra effects. Existing bombs are great models. Elixirs are varied; make sure not to duplicate potions, especially highly magical ones. Be careful with mutagen drawbacks; it's easy to make one that doesn't affect certain characters. Look at the serene mutagen. If its drawback didn't affect spells, Wisdom-based casters who didn't use weapons would have no drawback.",
										"Poisons are one of the trickier alchemical items to make, and it's usually best to just tweak one found in the {@i Core Rulebook} to avoid making something that's overpowered; compare to poisons of the same type that have similar onset and stage duration, as longer onset and duration poisons tend to deal drastically more damage. Alchemical tools are best used for adding a little weirdness. They can be especially creative and interesting, but tend not to be powerful."
									]
								},
								{
									"type": "pf2-h3",
									"source": "GMG",
									"page": 83,
									"name": "Ammunition",
									"entries": [
										"Magic ammunition is consumable; launching it destroys it. Pay attention to whether you give the ammunition an activation: any big flashy effect for its level should almost always have one, since otherwise the effect is essentially a free action on top of a {@action Strike}. This is particularly important for extremely low-level ammunition, since a high-level character could use that ammunition for every {@action Strike} without noticing the gold cost. If the ammunition doesn't deal normal {@action Strike} damage on a hit, remember to say that! Dealing damage is the default."
									]
								},
								{
									"type": "pf2-h3",
									"source": "GMG",
									"page": 83,
									"name": "Armor and Weapons",
									"entries": [
										"Specific armor and weapons replace the opportunity to add property runes, so you have a lot of space to design. Choose abilities that feel attached to the fact that they are weapons or armor; for instance, a fiery sword that you point at an enemy to shoot fire bolts is more on theme than a fiery sword that casts {@i wall of fire} in an unconnected way.",
										"The specific item should cost more than the base armor or weapon would with just the fundamental runes, but you can often discount the cost of the additional components significantly as part of the specific item's special niche. Be careful about specific armor or weapons that include property runes in addition to unique specific abilities. If you discount the item, you might end up with an item significantly superior to one built using the normal property runes system. That's not always bad, since it's still giving up customization for power, and this can be appropriate if the item has an important place in your story. Just make sure the difference isn't too drastic.",
										"If you just want to create armor or a weapon with runes and no extra special abilities, you can do so. The Price of such an item is the sum of all the runes' Prices, and its level is that of the highest-level rune on the item.",
										"When picking abilities, you can also consider taking from the relic gifts found on pages 96\u2013105. Even if your game doesn't use relics, that section has plenty of choices sorted by theme. If you do, keep in mind that relic abilities are typically more powerful than usual for their level and that those abilities wouldn't scale on a normal magic item."
									]
								},
								{
									"type": "pf2-h3",
									"source": "GMG",
									"page": 84,
									"name": "Held Items",
									"entries": [
										"Usually, held items should require manipulation to use, with {@action Interact} activations. They are most often tools, implements, items that can be thrown, and the like. Imagine a PC physically using the item and what that looks like.",
										"Remember that held items are more challenging for martial characters to use, compared to spellcasters or hands-free characters, like monks. A barbarian might have to give up a two-handed weapon to use a held item, and so is less likely to use one. This means you might want to design held items specifically for non-martial characters, or have them be items a martial character uses outside of combat."
									]
								},
								{
									"type": "pf2-h3",
									"source": "GMG",
									"page": 84,
									"name": "Oils",
									"entries": [
										"Oils are consumables you slather onto items or, rarely, creatures. They provide an interesting opportunity to apply effects to other items. Just remember not to accidentally make something that should be applied topically into a potion; for instance, a {@condition petrified} character can't drink an anti-petrifying potion! The actions an oil takes to use depend on how thoroughly it needs to be applied. For one used outside of combat, it could take a minute or more."
									]
								},
								{
									"type": "pf2-h3",
									"source": "GMG",
									"page": 84,
									"name": "Potions",
									"entries": [
										"Potions are consumables in the truest sense; you literally consume them. Since the action of drinking isn't easy to split up, they take only a single action to activate. This advantage makes potions that replicate spell effects incredibly powerful, and it's the reason potions are nearly always higher level than scrolls with similar effects."
									]
								},
								{
									"type": "pf2-h3",
									"source": "GMG",
									"page": 84,
									"name": "Runes",
									"entries": [
										"Property runes are a fun and versatile way to customize weapons and armor without throwing away the previous items. Each should be fairly simple, especially at lower levels, because combining runes can make things overcomplicated. Compare to other properties to determine the right level."
									]
								},
								{
									"type": "pf2-h3",
									"source": "GMG",
									"page": 84,
									"name": "Scrolls",
									"entries": [
										"You'll never need to design a new scroll, but use them as a comparison when designing other types of consumables. If you're designing a consumable that seems like it's much better than a scroll of its level\u2014or faster to activate\u2014you should probably raise the item's level or adjust the effect."
									]
								},
								{
									"type": "pf2-h3",
									"source": "GMG",
									"page": 84,
									"name": "Shields",
									"entries": [
										"Use the {@i sturdy shields} as benchmarks for the best possible shield Hardness, HP, and BT for a shield of that level. Your new shield should have less than those benchmarks since it also does something else, and you can use the magnitude of the reduction to build room for creative defensive abilities."
									]
								},
								{
									"type": "pf2-h3",
									"source": "GMG",
									"page": 84,
									"name": "Staves",
									"entries": [
										"You'll need to come up with a theme and curate a list of spells that stay close to that theme, typically one to three per spell level, all on one spell list. A staff is always at least 3 levels higher than the minimum level for a spellcaster to cast the highest-level spell it contains, so a staff with up to 4th-level spells would be at least a 10th-level item."
									]
								},
								{
									"type": "pf2-h3",
									"source": "GMG",
									"page": 84,
									"name": "Structures",
									"entries": [
										"Structures are evocative and make great tertiary items, quirky but not part of a combat build. This allows you to price them affordably, but make sure there isn't some {@condition hidden} abuse where the structure drastically alters encounters. The {@trait structure} trait is intended to help as a starting point."
									]
								},
								{
									"type": "pf2-h3",
									"source": "GMG",
									"page": 84,
									"name": "Talismans",
									"entries": [
										"Because talismans are affixed ahead of time but don't take an action to retrieve, they reward forethought and planning. Those that can be activated as a free action also have the best action efficiency of any consumable. In the same way scrolls reward specific spellcasters, talisman requirements reward particular types of characters. Talismans might grant a single use of a feat, with an additional effect if the character already has that feat. Think of talismans as martial characters' answer to scrolls to expand on the options of the non-spellcasters at your table."
									]
								},
								{
									"type": "pf2-h3",
									"source": "GMG",
									"page": 84,
									"name": "Wands",
									"entries": [
										"You won't need to design basic {@i magic wands}, but you might want a special wand. When designing a new special wand, your wand's level will usually be 1 to 2 levels higher than the basic wand, depending on the magnitude of the special effect. Remember that if you make the wand 2 levels higher, it's now competing with wands of a spell a whole level higher, so the special effect should be worth that cost!"
									]
								},
								{
									"type": "pf2-h3",
									"source": "GMG",
									"page": 84,
									"name": "Worn Items",
									"entries": [
										"Worn items vary wildly in their effects, but they all take up one of a character's 10 invested items. Remember to include the item's worn entry, if applicable (or \u2014 if you could imagine someone wearing 10 or more with no difficulty)"
									]
								},
								{
									"type": "pf2-brown-box",
									"source": "GMG",
									"page": 84,
									"name": "POTIONS VS. ELIXIRS",
									"entries": [
										"Alchemical items and magic items follow a similar price economy based on their level, but the effects of potions can be a bit broader and more directly magical. Alchemists can also make extremely large numbers of elixirs at an item level equal to their alchemist level, so if a 17th level elixir was competing with a 9th level spell for power, an alchemist would be packing the equivalent of over 40 9th level spells, and potentially {@condition quickened} spells thanks to the single action activation."
									]
								},
								"Where the item is worn should usually match its effects or bonuses: shoes help you move, eyepieces affect your vision, and so on. As with held items, imagine a character wearing the item to picture how they use its magic.",
								"Apex items are always at least level 17 and should have unique abilities on top of their bonus, just like other items."
							]
						},
						{
							"type": "pf2-h2",
							"source": "GMG",
							"page": 85,
							"name": "Fill in the Numbers",
							"entries": [
								"You're almost done! The final step is to fill in the numbers.",
								{
									"type": "pf2-h3",
									"source": "GMG",
									"page": 85,
									"name": "Dcs",
									"entries": [
										"Choose any DCs for the item's abilities. You can't go wrong with the typical DCs in Table 2\u201318. However, an item with a narrow function might have a DC up to 2 higher, and one that forces a save (such as with an aura) is typically 2 lower.",
										"The lower the DC, the quicker the item becomes obsolete."
									]
								},
								{
									"type": "table",
									"source": "GMG",
									"page": 85,
									"name": "MAGIC ITEM DCS",
									"id": "2-18",
									"colStyles": [
										"text-center",
										"text-center"
									],
									"rows": [
										[
											"Item Level",
											"DC"
										],
										[
											"1",
											"15"
										],
										[
											"2",
											"16"
										],
										[
											"3",
											"17"
										],
										[
											"4",
											"18"
										],
										[
											"5",
											"19"
										],
										[
											"6",
											"20"
										],
										[
											"7",
											"23"
										],
										[
											"8",
											"24"
										],
										[
											"9",
											"25"
										],
										[
											"10",
											"27"
										],
										[
											"11",
											"28"
										],
										[
											"12",
											"29"
										],
										[
											"13",
											"30"
										],
										[
											"14",
											"31"
										],
										[
											"15",
											"34"
										],
										[
											"16",
											"35"
										],
										[
											"17",
											"37"
										],
										[
											"18",
											"38"
										],
										[
											"19",
											"41"
										],
										[
											"20",
											"43"
										]
									]
								},
								{
									"type": "pf2-h3",
									"source": "GMG",
									"page": 85,
									"name": "Item Prices",
									"entries": [
										"Use the following guidelines for pricing items.",
										{
											"type": "pf2-h4",
											"source": "GMG",
											"page": 85,
											"name": "Permanent Items",
											"entries": [
												"Each item level has a price range. Based on the item's role and abilities, decide where in that range to place it. There's plenty of variation, and you primarily need to worry about Price only if you expect the PCs will be able to sell it.",
												"Primary items cost near the highest value for their level.",
												"They have a big impact on combat or player ability. This includes weapons, armor, and {@skill Perception} items. The highest price is for items like {@i magic weapons}, {@i magic armor}, and apex items. So a {@i +1 striking weapon} is 100 gp at 4th level.",
												"Secondary items, with middle values, give significant secondary benefits or enhance highly consequential noncombat or support skills like {@skill Medicine} or {@skill Crafting}.",
												"Tertiary items, with low value, are weird or very specific items, ones not usually core to a character's build.",
												"Especially strange ones might fall into the gap between two levels."
											]
										}
									]
								},
								{
									"type": "table",
									"source": "GMG",
									"page": 85,
									"name": "PERMANENT MAGIC ITEM PRICE",
									"id": "2-19",
									"colStyles": [
										"",
										"text-center",
										""
									],
									"rows": [
										[
											"Level",
											"Price",
											"Core Item"
										],
										[
											"1",
											"10\u201320 gp",
											""
										],
										[
											"2",
											"25\u201335 gp",
											" +1 weapon"
										],
										[
											"3",
											"45\u201360 gp",
											" +1 skill item"
										],
										[
											"4",
											"75\u2013100 gp",
											" +1 striking weapon"
										],
										[
											"5",
											"125\u2013160 gp",
											" +1 armor"
										],
										[
											"6",
											"200\u2013250 gp",
											""
										],
										[
											"7",
											"300\u2013360 gp",
											""
										],
										[
											"8",
											"415\u2013500 gp",
											" +1 resilient armor"
										],
										[
											"9",
											"575\u2013700 gp",
											" +2 skill item"
										],
										[
											"10",
											"820\u20131,000 gp",
											" +2 striking weapon"
										],
										[
											"11",
											"1,160\u20131,400 gp",
											" +2 resilient armor"
										],
										[
											"12",
											"1,640\u20132,000 gp",
											" +2 greater striking weapon"
										],
										[
											"13",
											"2,400\u20133,000 gp",
											""
										],
										[
											"14",
											"3,600\u20134,500 gp",
											" +2 greater resilient armor"
										],
										[
											"15",
											"5,300\u20136,500 gp",
											""
										],
										[
											"16",
											"7,900\u201310,000 gp",
											" +3 greater striking weapon"
										],
										[
											"17",
											"12,000\u201315,000 gp",
											" +3 skill item, apex item"
										],
										[
											"18",
											"18,600\u201324,000 gp",
											" +3 greater resilient armor"
										],
										[
											"19",
											"30,400\u201340,000 gp",
											" +3 superior striking weapon"
										],
										[
											"20",
											"52,000\u201370,000 gp",
											" +3 superior resilient armor"
										]
									]
								},
								{
									"type": "pf2-h4",
									"source": "GMG",
									"page": 85,
									"name": "Consumables",
									"entries": [
										"Consumables have a slightly narrower range, with topend items like scrolls, optimum healing potions, or super-useful consumables like a {@i potion of invisibility} at the high end."
									]
								},
								{
									"type": "table",
									"source": "GMG",
									"page": 85,
									"name": "CONSUMABLE PRICE",
									"id": "2-20",
									"colStyles": [
										"text-center",
										"text-center"
									],
									"rows": [
										[
											"Level",
											"Price"
										],
										[
											"1",
											"3\u20134 gp"
										],
										[
											"2",
											"5\u20137 gp"
										],
										[
											"3",
											"8\u201312 gp"
										],
										[
											"4",
											"13\u201320 gp"
										],
										[
											"5",
											"21\u201330 gp"
										],
										[
											"6",
											"31\u201350 gp"
										],
										[
											"7",
											"51\u201370 gp"
										],
										[
											"8",
											"71\u2013100 gp"
										],
										[
											"9",
											"101\u2013150 gp"
										],
										[
											"10",
											"151\u2013200 gp"
										],
										[
											"11",
											"201\u2013300 gp"
										],
										[
											"12",
											"301\u2013400 gp"
										],
										[
											"13",
											"401\u2013600 gp"
										],
										[
											"14",
											"601\u2013900 gp"
										],
										[
											"15",
											"901\u20131,300 gp"
										],
										[
											"16",
											"1,301\u20132,000 gp"
										],
										[
											"17",
											"2,001\u20133,000 gp"
										],
										[
											"18",
											"3,001\u20135,000 gp"
										],
										[
											"19",
											"5,001\u20138,000 gp"
										],
										[
											"20",
											"8,001\u201314,000 gp"
										]
									]
								},
								"You can use the table found here to quickly apply a quirk to any item, such as items found as treasure or new items that a PC creates. Rather than rolling, you can instead choose one yourself or invent a new quirk. Item quirks don't normally have any mechanical effect, since their only purpose is to be colorful and further flesh out the world, though you can add one if you so choose. Such."
							]
						}
					]
				},
				{
					"type": "pf2-h1",
					"source": "GMG",
					"page": 86,
					"name": "Item Quirks",
					"blue": true,
					"entries": [
						"You can use the table found here to quickly apply a quirk to any item, such as items found as treasure or new items that a PC creates. Rather than rolling, you can instead choose one yourself or invent a new quirk. Item quirks don't normally have any mechanical effect, since their only purpose is to be colorful and further flesh out the world, though you can add one if you so choose. Such effects should never grant more than a +1 item bonus or \u20131 item penalty, and even then the statistic or check it applies to should be narrow. For a quirk that grants an item the ability to speak, you choose the language based on the history of the item, or your best guess of what that history might be. It's typically a language spoken by the item's creator.",
						{
							"type": "table",
							"source": "GMG",
							"page": 86,
							"name": "QUIRKS",
							"id": "2-21",
							"rollable": true,
							"rows": [
								[
									"{@dice 1d100|d%}",
									"Quirk",
									"Description"
								],
								[
									"01",
									"Melodic",
									"Faint music plays when in use."
								],
								[
									"02",
									"Skin-altering",
									"The user's skin color changes to a bright color such as blue or green."
								],
								[
									"03",
									"Choral",
									"Repeats everything the user says in a singing voice."
								],
								[
									"04",
									"Mood coloration",
									"User's mood affects the item's color."
								],
								[
									"05",
									"Chatty",
									"Happily engages in small talk."
								],
								[
									"06",
									"Spoiling",
									"Food within 1 foot spoils at twice the normal rate."
								],
								[
									"07",
									"Friendly",
									"Requests to be introduced to everyone the user meets."
								],
								[
									"08",
									"Muffling",
									"Nearby sounds are slightly quieter."
								],
								[
									"09",
									"Runic",
									"Runes appear on the user's skin."
								],
								[
									"10",
									"Comfortable",
									"Can serve as a pillow or blanket."
								],
								[
									"11",
									"Rain-blocking",
									"The user remains dry in the rain."
								],
								[
									"12",
									"Clumsy",
									"When unattended, knocks over other small items within 1 foot."
								],
								[
									"13",
									"Elemental appearance",
									"Seems made of flame, water, or another elemental material."
								],
								[
									"14",
									"Magnetic",
									"Small, ferrous objects of light Bulk or less adhere to it."
								],
								[
									"15",
									"Aberrant",
									"Has tentacles, teeth, or other off-putting features."
								],
								[
									"16",
									"Dream-eating",
									"Creatures asleep within 10 feet do not dream."
								],
								[
									"17",
									"Clean",
									"Remains pristine despite filth."
								],
								[
									"18",
									"Hungry",
									"Needs daily meals, often odd things like wood shavings."
								],
								[
									"19",
									"Smelly",
									"Smells like the last food the user ate."
								],
								[
									"20",
									"Flamboyant",
									"Flashes of light, sparks of color, and other effects shower from it."
								],
								[
									"21",
									"Verdant trail",
									"Small plants grow where the user walks, remaining for 1 hour."
								],
								[
									"22",
									"Complaining",
									"Grumbles when not in use."
								],
								[
									"23",
									"Detecting",
									"Aware of a specific animal or plant, such as squirrels or poison ivy, within 30 feet."
								],
								[
									"24",
									"Fibbing",
									"Tells grandiose and obvious lies."
								],
								[
									"25",
									"Compressing",
									"User is slightly shorter."
								],
								[
									"26",
									"Attentive",
									"Turns to face the last creature to touch it."
								],
								[
									"27",
									"Soprano",
									"User's voice becomes higher."
								],
								[
									"28",
									"Shrinking",
									"Decreases in size when used."
								],
								[
									"29",
									"Aromatic",
									"Nearby air smells pleasant."
								],
								[
									"30",
									"Temperate",
									"Slight warmth spills from the item."
								],
								[
									"31",
									"Slime trail",
									"User leaves a trail of slime where they walk, remaining for 1 hour."
								],
								[
									"32",
									"Tetrachromatic",
									"Colors seem more vivid to the user."
								],
								[
									"33",
									"Resounding",
									"Nearby sounds are slightly louder."
								],
								[
									"34",
									"Insect-attracting",
									"Harmless insects swarm around it."
								],
								[
									"35",
									"Ancient tongue",
									"Speaks in a forgotten language."
								],
								[
									"36",
									"Bloodthirsty",
									"The sight of blood causes it to quiver in anticipation."
								],
								[
									"37",
									"Polished",
									"Highly reflective."
								],
								[
									"38",
									"Scribing",
									"Absorbs ink for 1 hour, allowing its points to be used as a pen."
								],
								[
									"39",
									"Dirty",
									"A layer of filth always remains."
								],
								[
									"40",
									"Eye-altering",
									"User's eye color changes."
								],
								[
									"41",
									"Preserving",
									"Food within 1 foot spoils at half rate."
								],
								[
									"42",
									"Leafy",
									"Small plants grow on or from it."
								],
								[
									"43",
									"Wet",
									"It and its user are always damp."
								],
								[
									"44",
									"Encouraging",
									"Offers encouragement when the user fails a check."
								],
								[
									"45",
									"Loyal",
									"Remains within 5 feet of the user, as if on a tether."
								],
								[
									"46",
									"Ritualistic",
									"Demands the user perform a simple act every morning."
								],
								[
									"47",
									"Restless",
									"Slowly moves and fidgets."
								],
								[
									"48",
									"Displaced",
									"Appears offset from where it is."
								],
								[
									"49",
									"Caring",
									"Provides advice and reminders."
								],
								[
									"50",
									"Projecting",
									"Light creates a kaleidoscopic effect."
								],
								[
									"51",
									"Hair-altering",
									"User's hair color changes."
								],
								[
									"52",
									"Watchful",
									"Staring eyes cover it."
								],
								[
									"53",
									"Generous",
									"Produces small, token gifts."
								],
								[
									"54",
									"Bass",
									"User's voice becomes lower."
								],
								[
									"55",
									"Leaking",
									"Secretes a harmless liquid."
								],
								[
									"56",
									"Taste-altering",
									"Food tastes different, such as tasting sweeter or saltier."
								],
								[
									"57",
									"Bouncy",
									"Bounces on collision."
								],
								[
									"58",
									"Lucid",
									"Creatures asleep within 10 feet see the item in their dreams."
								],
								[
									"59",
									"Decorous",
									"Insists the user use polite language."
								],
								[
									"60",
									"Junky",
									"Appears shoddy or made of scraps."
								],
								[
									"61",
									"Cavorting",
									"Dances in place when not in use."
								],
								[
									"62",
									"Furry",
									"Covered by a thin coat of fur."
								],
								[
									"63",
									"Unusually colored",
									"An outlandish color, such as a bright purple suit of armor."
								],
								[
									"64",
									"Sonorous",
									"Sounds a pure tone when struck."
								],
								[
									"65",
									"Starry",
									"Seems made of night sky."
								],
								[
									"66",
									"Compact",
									"Packs neatly into a smaller form."
								],
								[
									"67",
									"Misting",
									"Constantly leaking mist or steam."
								],
								[
									"68",
									"Chirping",
									"Coos and squeaks when used."
								],
								[
									"69",
									"Balanced",
									"Always remains perfectly upright."
								],
								[
									"70",
									"Sun-blocking",
									"User never receives sunburns."
								],
								[
									"71",
									"Animal-attracting",
									"Harmless animals follow the user."
								],
								[
									"72",
									"Flaunting",
									"Forces user to move dramatically."
								],
								[
									"73",
									"Tracing",
									"Followed by thin trails of color."
								],
								[
									"74",
									"Monologuing",
									"Recites long lectures or speeches."
								],
								[
									"75",
									"Foretelling",
									"Makes mysterious predictions."
								],
								[
									"76",
									"Adhesive",
									"Sticks slightly to any surface."
								],
								[
									"77",
									"Levitating",
									"Floats slightly above a surface."
								],
								[
									"78",
									"Slimy",
									"Covered by a thin layer of slime."
								],
								[
									"79",
									"Commentating",
									"Remarks on its surroundings."
								],
								[
									"80",
									"Numbing",
									"User is less sensitive to pain."
								],
								[
									"81",
									"Time-telling",
									"Announces the current time."
								],
								[
									"82",
									"Towering",
									"User is slightly taller."
								],
								[
									"83",
									"Absorbent",
									"Absorbs up to one pint of liquid."
								],
								[
									"84",
									"Faceted",
									"Appears made of crystal or gems."
								],
								[
									"85",
									"Bubbly",
									"Creates bubbles when used."
								],
								[
									"86",
									"Image-flipping",
									"User appears to be mirrored."
								],
								[
									"87",
									"Hair-growing",
									"User's hair grows at double rate."
								],
								[
									"88",
									"Alternating",
									"Appearance slowly changes."
								],
								[
									"89",
									"Sweaty",
									"Becomes damp and pungent when used extensively."
								],
								[
									"90",
									"Glittering",
									"Shimmers and glows with light."
								],
								[
									"91",
									"Molting",
									"Sheds a thick film every morning."
								],
								[
									"92",
									"Echoing",
									"Sounds around the user echo."
								],
								[
									"93",
									"Shadowless",
									"Item and user cast no shadow."
								],
								[
									"94",
									"Storytelling",
									"Is inscribed with a story or knows a tale it can recite on command."
								],
								[
									"95",
									"Chilled",
									"Slightly cool to the touch."
								],
								[
									"96",
									"Color-washing",
									"User's vision shifts to a given coloration, such as sepia or monochrome."
								],
								[
									"97",
									"Growing",
									"Increases in size when used."
								],
								[
									"98",
									"Floating",
									"Slowly descends when dropped."
								],
								[
									"99",
									"Two quirks",
									"Roll twice on the table and apply both quirks to the item. Reroll any results of 99 or 100."
								],
								[
									"100",
									"Three quirks",
									"Roll three times on the table and apply all quirks to the item. Reroll any results of 99 or 100."
								]
							]
						}
					]
				},
				{
					"type": "pf2-h1",
					"blue": true,
					"source": "GMG",
					"page": 88,
					"name": "Intelligent Items",
					"entries": [
						"Intelligent items are a special kind of magic item that straddles the line between treasure and NPC. An intelligent item might be another type of item as well: it could be an artifact (like {@i Serithtial} on page 112), a cursed item (page 90), or even a relic (page 94) that grows with its wielder.",
						"Introducing an intelligent item is an effective way to subtly alter the party dynamic. An intelligent item works well when its personality makes it a natural complement or foil for its partner: the PC investing, holding, or otherwise interacting with the item. An intelligent item that can communicate only with that particular PC is also a great way to engage players who are a bit quieter, or those slower to speak in a scene where all the PCs can talk to a particular NPC. Due to their inherently limited agency, intelligent items are at less of a risk for stealing the spotlight than other NPCs who travel along with the party.",
						{
							"type": "pf2-h2",
							"source": "GMG",
							"page": 88,
							"name": "Intelligent Item Rules",
							"entries": [
								"Every intelligent item has the {@trait intelligent} trait. Intelligent items can't be crafted by normal means\u2014typically an accident, a divine act, or a major sacrifice on the part of the creator is required to grant the item the mental essence it needs for sentience, and in some rare cases the spiritual essence it needs to have a soul of its own.",
								"Because of this, intelligent items are always rare or unique. The normal statistics and rules for wearing or using an item of its type still apply to an intelligent item. In addition, intelligent items have a few statistics other items lack.",
								{
									"type": "pf2-h3",
									"source": "GMG",
									"page": 88,
									"name": "Alignment",
									"entries": [
										"An intelligent item always has an alignment trait, just like any other creature, even if it isn't fully sapient. Few intelligent items are capable of growing and changing their alignment and fundamental nature; most are fixed at the time of their creation."
									]
								},
								{
									"type": "pf2-h3",
									"source": "GMG",
									"page": 88,
									"name": "Perception and Senses",
									"entries": [
										"An intelligent item that has any sense of the world around them has a {@skill Perception} modifier. Intelligent items have only the senses listed within their entry, rather than the assumed assortment of senses that most creatures have. If an intelligent item notices something its partner doesn't, it might be able to communicate with its partner and let them know."
									]
								},
								{
									"type": "pf2-h3",
									"source": "GMG",
									"page": 88,
									"name": "Communication and Languages",
									"entries": [
										"Intelligent items almost always have some means of communication\u2014an easy way to demonstrate an item's intelligence! The most common ways are via empathy, speech, and telepathy. Speech and telepathy function as they do for any creature, while an empathic connection allows the item to share only emotions. Empathic and telepathic connections are often limited either to the item's partner or to a certain distance.",
										"If an intelligent item understands or speaks any languages, they are listed in parentheses in its Communication entry. If the item doesn't have speech listed, it can only understand the listed languages, not speak them."
									]
								},
								{
									"type": "pf2-h3",
									"source": "GMG",
									"page": 88,
									"name": "Skills",
									"entries": [
										"Intelligent items might have skill modifiers for Intelligence, Wisdom, or Charisma-based skills that fit their nature."
									]
								},
								{
									"type": "pf2-h3",
									"source": "GMG",
									"page": 88,
									"name": "Ability Scores",
									"entries": [
										"Intelligent items have Intelligence, Wisdom, and Charisma scores, though as inanimate objects, they don't have Strength, Dexterity, or Constitution entries."
									]
								},
								{
									"type": "pf2-h3",
									"source": "GMG",
									"page": 88,
									"name": "Will Save",
									"entries": [
										"Since they have their own minds, intelligent items might be subject to {@trait mental} effects that require a Will save."
									]
								}
							]
						},
						{
							"type": "pf2-h2",
							"source": "GMG",
							"page": 88,
							"name": "Item Agency",
							"entries": [
								"As a default, intelligent items have control over all their own magic, meaning an intelligent magic weapon could deny the effects of its fundamental and property runes if it so chose, and intelligent items perform their own activations when they wish. Intelligent items can typically use 3 actions per turn, acting on their partner's turn. These actions don't count toward their partner's 3 actions. They have a reaction if any of their activations requires one.",
								"Beyond denying magic effects and communicating their displeasure, intelligent items can usually influence or hinder their partners only in subtle ways. If the item is a weapon or tool necessary for an action (like thieves' tools), it can at least be disruptive enough to make its partner take a \u20132 circumstance penalty to associated checks, much as if the partner were using an improvised weapon or tool. If an intelligent item can have a greater effect, such as seizing control of its partner's body for a time, the intelligent item's entry includes those abilities."
							]
						},
						{
							"type": "pf2-h2",
							"source": "GMG",
							"page": 89,
							"name": "Designing Intelligent Items",
							"entries": [
								"When you first set out to create an intelligent item, ask yourself what role you expect the item will play in your game. Unlike any other item, the intelligent item is a character of its own and adds to the group dynamic, usually in ways similar to a minor NPC who follows the party throughout the adventure. That means it's important to have a clear role in mind. Is the item an ally in the PCs' dangerous quest? A kindred spirit and confidante? A foil for the PC? A morally ambiguous ally worth handling for its great power? Or perhaps a bit of comic relief? Once you know what you want in the item, you can develop its personality and abilities in parallel, coming up with thematic links between them.",
								"When choosing values for the intelligent item's statistics, you'll often want to use values suitable for a creature of its level. You could use much lower values if you want to give it a weakness, but keep in mind that a low Will modifier might make it particularly easy to control, which could be a problem if it can make life miserable for its partner. Because the item can usually activate its abilities on its own, the intelligent item is essentially adding a limited additional character to the PCs' team, so consider its effect on the encounters the PCs face. For example, a high-level normal item that lets a PC cast a 3rd-level {@i fireball} every round might be reasonable given that it counts toward the PC's available actions, but an intelligent item is adding that {@i fireball} on top of everything else the PCs can do."
							]
						},
						{
							"type": "pf2-h2",
							"source": "GMG",
							"page": 89,
							"name": "Specific Intelligent Items",
							"entries": [
								"The following, as well as the intelligent artifact {@i Serithtial} on page 112, are a few example intelligent items to get you started."
							]
						}
					]
				},
				{
					"type": "pf2-h1",
					"blue": true,
					"source": "GMG",
					"page": 90,
					"name": "Cursed Items",
					"entries": [
						"Cursed items are almost never made intentionally; even those who set out to curse an item find the task incredibly difficult or even impossible. These items are the results of magical mishaps, shoddy crafting, or sinister forces interfering with the creation. Many specify how their curses work, but curses are fickle, and you as the GM determine how curses play out in your game. Due to these factors, an item with the {@trait cursed} trait is always rare.",
						"{@b Identifying Cursed Items:} Cursed items often appear to be ordinary magical items, as the magic that warps their function also disguises their curses from detection. Unless you roll a critical success when Identifying a cursed item, it simply appears as something {@condition helpful} or benign. A critical success reveals both the presence of the curse and the exact nature of the curse.",
						"{@b Removing Cursed Items:} Many cursed items can't be discarded. Some use magic to fuse to the wielder, making it impossible to remove the item, while others attune to their owner and return even if discarded. (This section uses the term \"fuse\" to describe either situation.) In many cases, this feature reveals itself only after the cursed item has been triggered for the first time or after investing the item for the first time, allowing the user to develop a false sense of security. Fused cursed items can be removed by targeting the item's owner with a {@i remove curse} spell or similar magic. If the spell is successful, the item can be discarded, but nothing prevents the item from cursing the same creature again if the conditions are met, so it's best to dispose of the item quickly. Invested cursed items that can't be removed continue to count against a character's invested items, even without reinvesting them each day.",
						{
							"type": "pf2-h2",
							"source": "GMG",
							"page": 90,
							"name": "Specific Cursed Items",
							"entries": [
								"The following are a few examples of cursed items.",
								"{@note Please visit the {@filter items page|items||source=gmg|item=cursed} to view all cursed items.}"
							]
						},
						{
							"type": "pf2-h2",
							"source": "GMG",
							"page": 92,
							"name": "Item Curses",
							"entries": [
								"Most curses alter a base item. Item curses alter their base item, much like a property rune, though they can't be detected or identified unless a creature critically succeeds at a check to Identify the Item. A curse can be applied to the specific types of magic items listed in its Usage entry.",
								"Curses typically can't be removed or transferred from the item, though at your discretion, either might be possible after the curse is {@condition broken}. If the PCs manage to break the curse, the newly uncursed item could be quite valuable.",
								"{@note Please visit the {@filter items page|items||source=gmg|category=curse} to view all item curses.}"
							]
						}
					]
				},
				{
					"type": "pf2-h1",
					"blue": true,
					"source": "GMG",
					"page": 94,
					"name": "Relics",
					"entries": [
						"Relics begin as a simple item, called a relic seed, which is little more than a functional item with a minor {@trait magical} effect associated with it. As the owner of the relic grows in power, so does the relic. It develops gifts, which are new magical abilities and activations. These abilities might be themed to the relic, the character, or the nature of the campaign. If a relic is passed to another character, this process begins anew, sometimes granting the same abilities again over time, but possibly unlocking entirely new powers. If someone else takes the relic from its owner, it usually works for a while, though it might lose its power incrementally over time if not returned to its owner. How the relic changes in such a circumstance is up to you, and should fit the story.",
						"The decision to add relics to the game is entirely up to you as the GM. If you decide to add them, you'll need to adjust treasure somewhat. It's also wise to consider how many players you expect to end up with relics. Will they each get one? Or will there be just one or two tied to the theme of the campaign?",
						{
							"type": "pf2-h2",
							"source": "GMG",
							"page": 94,
							"name": "Discovering a Relic",
							"entries": [
								"Some relics might begin as ordinary items with a rich history. They might be part of a character's starting gear, only to have their true powers uncovered later during play.",
								"Other relics can be acquired during play as part of the ongoing story. Regardless of their origin, these powerful items might not appear to be much at first, but they contain the potential to become something truly great.",
								"For example, an old, tarnished amulet found around the neck of a buried king might turn out to be an item of deep historical significance that awakens to great power.",
								"The seemingly ordinary family sword, passed down to each new generation, might unlock {@condition hidden} potential through the deeds of its owner.",
								"The PCs might immediately recognize a relic for its ability, or they might carry it for a time before its true nature becomes apparent. The story of a relic should be a tale of discovery. At first, a relic's wielder likely does not fully understand the item's power, or might be unable to use it, learning of its abilities only after a momentous event or fortuitous breakthrough. Ultimately, relics are powerful tools in service of the story, working as a valuable tie to the narrative, but their growth and development are in your hands. Because of the place relics hold in the story, they aren't available for purchase, nor can they be crafted.",
								"Pay attention to the characters' backstories for potential relics, and look for spots in your narrative that might be suitable for campaign relics. If you're planning to use relics in your game, let the players know in advance, since their ideas and plans can guide you and give them greater investment in the relics.",
								{
									"type": "pf2-h3",
									"source": "GMG",
									"page": 94,
									"name": "Background Relics",
									"entries": [
										"A background relic is tied to the history of a character, and its form and abilities should draw inspiration from the story of their character's life or the past of the item.",
										"The relic could be a gift from a friend or mentor, an heirloom from the character's family, a found object from their upbringing, or even the first item they ever crafted. The player should select the form of the relic (a battered longsword, a copper ring, or a threadbare red cloak, for example)"
									]
								},
								{
									"type": "pf2-h3",
									"source": "GMG",
									"page": 94,
									"name": "Campaign Relics",
									"entries": [
										"A campaign relic is drawn from the ongoing story of the campaign. You decide the entirety of the item, from its form to its aspects (described below) as part of the story of the campaign. Use campaign relics to reinforce and foreshadow the themes of your game. Relics come to those who need them to do great deeds, after all, so finding a relic with the perfect aspects for your future challenges is entirely likely. Unlike background relics, campaign relics typically have magical abilities when first found."
									]
								}
							]
						},
						{
							"type": "pf2-h2",
							"source": "GMG",
							"page": 95,
							"name": "Relic Aspects",
							"entries": [
								"Each relic is associated with aspects\u2014typically two\u2014that speak to its overall concept and purpose. The individual gifts each have an associated aspect. You should almost always select gifts that have an aspect matching one of those found on the relic. For example, a brass dagger recovered from the City of Brass might have the fire and mind aspects, which means that it could have the {@relicGift flare bolt} gift (which has the fire aspect), but not the {@relicGift rolling geode} gift (which has the earth aspect)",
								"Usually you can determine at least one aspect of a relic easily by looking at the history of the item or personality of the character. For example, if a player decides that their background relic is a rusty mace wielded by the character's great grandmother in battle against rising undead hordes, the mace might have the life aspect, as it was used to slay countless undead creatures. There's no harm in letting the player choose an aspect for a background relic; through play, the item will reveal another aspect associated with it. In the previous example, the mace might reveal itself to have powers against demons as well, in which case its aspects might be celestial and life."
							]
						},
						{
							"type": "pf2-h2",
							"source": "GMG",
							"page": 95,
							"name": "Advancing a Relic",
							"entries": [
								"As a relic's bearer performs mighty deeds and advances their story, the relic gets stronger. The most basic advancement for a relic is its level, which always matches that of its owner. Weapons and armor can gain fundamental runes normally. You decide what, if any, property runes can be added to a given relic; by default, they can't have property runes, like any other specific item.",
								"The more complex advancement comes from gifts.",
								"{@table Relic Gifts|GMG|Table 2\u201322: Relic Gifts} shows the typical number of gifts a relic should have at a given level, but relics don't follow this strictly. Rather, gifts arise according to the pace of the story, the needs of the campaign, and the relationship between the character and the relic. Generally speaking, this results in a relic gaining one gift for every 4 levels its bearer has, but this might fluctuate as the campaign progresses. For example, a relic might gain its first gift at 4th level after the bearer defeats a powerful foe. It might then gain its second at 7th, after they perform a special ritual. That same relic might not gain another gift until 13th level and then again at 16th as the player reaches other major milestones.",
								"The gift types\u2014minor, major, and grand\u2014indicate their general power level. Again, the table indicates what's generally appropriate at certain levels, but you can alter them as you see fit. You should usually avoid giving a minor gift at 10th level or higher, because it just won't be that impressive, though some of them scale well enough to be interesting at higher levels. The Gold Piece Equivalent entry for each gift helps you determine how much you should reduce treasure when using relics (see Adjusting Treasure below)",
								{
									"type": "data",
									"tag": "table",
									"name": "Relic Gifts",
									"source": "GMG"
								},
								"You decide what gifts a relic gains, generally by either selecting a single gift or offering two paths for the relic to grow and allowing the player to choose, but this should be informed by the story and the nature of the character bearing the relic. A relic should complement the bearer, bolstering the bearer's strengths and helping to overcome their weaknesses. Within that framework, you should try to maintain a cohesive theme for the relic."
							]
						},
						{
							"type": "pf2-h2",
							"source": "GMG",
							"page": 95,
							"name": "Adjusting Treasure",
							"entries": [
								"When you incorporate relics into your game, you can adjust the treasure gained by the party down to account for the relics increasing in power. Essentially, some of the treasure from {@table Party Treasure by Level||Table 10\u20139: Party Treasure by Level} on page 509 of the {@i Core Rulebook} should be replaced with relic seeds and gifts instead. You can use the relic's minimum level, replacing a permanent item of that level, or you can use the gp equivalent. Keep in mind that relic gifts are often a little more powerful than other items with the same Price even when they start out, and they often scale without any additional costs, so PCs with relics will usually be a bit more powerful.",
								"If you prefer, you can grant relics in addition to other rewards. This means PCs will be much more powerful, but you're rewarding their investment in the story."
							]
						},
						{
							"type": "pf2-h2",
							"source": "GMG",
							"page": 95,
							"name": "Making Relic Seeds",
							"entries": [
								"A relic seed can be quite simple: imagine a standard item with two aspects and an appearance that matches the theme. You can also use an existing magic item for a campaign relic; pick two aspects for it, and tweak its appearance or characteristics to make it clearly different from other items of its type. You can choose a tradition for the seed and apply that trait to the seed and all the gifts of the seed. This tradition might be derived from the background of the item, or it might appear or change through story moments involving the relic.",
								"If you want a relic to have an additional special benefit, you can design it to grant a bonus to a skill, typically a +1 item bonus for a 3rd-level relic."
							]
						},
						{
							"type": "pf2-brown-box",
							"name": "Player-Driven Relics",
							"page": 96,
							"entries": [
								"Though these rules assume you as the GM are providing relic gifts as a form of treasure with input from the players, you can instead have the players make all the decisions for their relics. Encourage the players to choose different styles of items and aspects to match their characters' themes, rather than simply choosing the most powerful combination of options. Have players describe how their relic gets more powerful in the story. What acts from previous sessions lent the relic power? What special meditations or practices did they perform to unlock new gifts? How does it feel to have the relic grow?",
								"As the item and the character level up, the player chooses which gifts the item gets from the list as a part of character advancement. You still adjust treasure as normal for incorporating relics into your game. In fact, if the player tries to optimize the combinations, they will likely be more powerful than under the standard method."
							]
						},
						{
							"type": "pf2-h2",
							"source": "GMG",
							"page": 96,
							"name": "Relic Gifts",
							"entries": [
								"Gifts are divided up into three tiers. Minor gifts grant useful, often scaling abilities and are available early in a character's career. Major gifts define a relic, determining its true purpose and granting powerful abilities. Grand gifts are the pinnacle of power, and most relics never have more than one.",
								"The more gifts there are of one aspect, the more the relic reflects that aspect, and the more influence the aspect has on the character who wields it. An item with multiple shadow gifts might begin to lose its color. With four or five, the character that wields it might take on an ashen tone and the relic might become entirely made of shadow.",
								{
									"type": "pf2-h3",
									"source": "GMG",
									"page": 96,
									"name": "Gift Saves and Spell Attack Rolls",
									"entries": [
										"Many gifts allow for a saving throw or have other abilities that change as the relic goes up in level. The DC for any saving throw called for by a gift is its owner's class DC or spell DC. The spell attack modifier of a gift is 10 lower than that DC. A relic's counteract modifier is equal to its owner's counteract modifier."
									]
								},
								"{@note Please visit the {@filter relic gifts page|relicgifts||source=gmg} to view all relic gifts.}",
								{
									"type": "pf2-brown-box",
									"name": "Runes as Gifts",
									"entries": [
										"You can substitute runes for gifts. If you choose to allow property runes on the relic, you'll want them to take up rune slots. Otherwise, you can give as many or few as you prefer, just like any other gifts. Runes are sorted into minor, major, and grand categories, but you should use their normal level and Price when you adjust treasure, instead of the number and levels on the {@table Relic Gifts|GMG|Table 2\u201322}. If you're using the player-driven relics variant, it's recommended you do not include this option."
									]
								}
							]
						}
					]
				},
				{
					"type": "pf2-h1",
					"blue": true,
					"source": "GMG",
					"page": 106,
					"name": "Artifacts",
					"entries": [
						"Stranger and more powerful than other magic items, artifacts can change the course of history in the right hands\u2014or the wrong hands. Simply finding an artifact is a pivotal moment in your campaign, and its presence then ripples throughout your entire game, warping the story around it. Some entire adventures revolve around one artifact! Adding an artifact to your game should never be taken lightly. Artifacts shouldn't be found in normal treasure hoards, even at 20th level, and you'll need to structure moments in your plot that play into the artifact's presence.",
						"Prepare yourself for encounters being easily overcome by the artifact. That doesn't mean you shouldn't include such encounters, since part of the thrill of an artifact is that it breaks the normal rules! Though you should include an artifact mindfully, you should allow it to have its full impact so that it can do itself and the story of your game justice.",
						{
							"type": "pf2-h2",
							"source": "GMG",
							"page": 106,
							"name": "Artifact Rules",
							"entries": [
								"Every artifact is an item with the {@trait artifact} trait. This trait means two things: the item can't be crafted by normal means, and it can't be damaged by normal means.",
								"Artifacts are always rare or unique. The ones found here are all 20th level or higher, which is typical for artifacts.",
								"The other rules for wearing or using the item still apply.",
								{
									"type": "pf2-h3",
									"source": "GMG",
									"page": 106,
									"name": "Artifact Destruction",
									"entries": [
										"An artifact's stat block usually has a destruction entry.",
										"This details the extraordinary method needed to destroy the item. These entries can be highly specific. It could take completing an entire quest, or even an entire campaign, to finally destroy an artifact. However, the story of your game might require something different, so you can always change an artifact's destruction requirement for your game."
									]
								}
							]
						},
						{
							"type": "pf2-h2",
							"source": "GMG",
							"page": 106,
							"name": "Creating an Artifact",
							"entries": [
								"Mechanically, an artifact functions in the game just like any other item\u2014only the scope of its abilities is different. Artifacts can and should do things normal items can't, so you don't need to apply the normal limitations on creating items.",
								"When you're making an artifact, start by defining its role in the story. Is it meant to be a powerful weapon against the forces of darkness? A mercurial force injecting random chance? A terrible danger that needs to be destroyed? The artifact's role in the story affects the features you give it. Come up with some story beats that make sense for the item, then create abilities that enable those moments. An artifact can have more abilities than a typical item\u2014just make sure they all fit its theme.",
								"Give your item the {@trait artifact} trait and either the {@trait rare} trait (if there multiple items of its kind), or the {@trait unique} trait (if only one exists). Other traits work like they do for any other item. An artifact is usually 20th level or higher, but its specific level is up to you. Imagine who created it and what their level likely was.",
								"Though you can disregard most of the normal limitations on items, be careful not to create an artifact that will undermine your story. If your item's abilities are so useful or strong that the best option in any battle is to always use the artifact to annihilate the opposition, the artifact has taken over your story instead of serving it. A 5th-level character with access to 10th-level spells through an artifact can lead to incredible stories, but if the DC is so high that enemies are guaranteed to critically fail against those spells except on a natural 20, the item will probably distort play more than you intended. To avoid this, you might set the item's DCs, attack bonuses, and the spell levels of its offensive abilities significantly lower than they would be for an item of its level, especially if they can be used at will. You could also create artifacts that use the wielder's spell DC instead of having their own DC, to make them more broadly usable at a wider range of levels. In addition, an artifact's abilities should be somewhat narrow in their application; aim to make your artifacts very powerful in certain situations, rather than having broadly applicable abilities. For instance, the {@i orbs of dragonkind} each work against only a certain kind of dragon, which makes them hugely powerful when facing that one creature, but not against every foe the PCs run across."
							]
						},
						{
							"type": "pf2-h2",
							"source": "GMG",
							"page": 106,
							"name": "Artifacts",
							"entries": [
								"Countless artifacts have been created over the ages, only a few of which are described here.",
								"{@note Please visit the {@filter items page|items||source=gmg|item=artifact} to view all artifacts.}"
							]
						}
					]
				},
				{
					"type": "pf2-h1",
					"blue": true,
					"source": "GMG",
					"page": 114,
					"name": "Gems and Art Objects",
					"entries": [
						"Much like coins, gems and art objects are valuable currency worth their full Price when sold. When making a treasure hoard, you can choose gems or art objects you like, or roll randomly using percentile dice.",
						{
							"type": "pf2-h2",
							"source": "GMG",
							"page": 114,
							"name": "Gems",
							"entries": [
								"Gems are naturally occurring minerals, typically in a crystalline form, or, in a few cases, organic material such as amber, coral, and pearls. All but the largest gems weigh about half as much as a coin, so about 2,000 gems is 1 Bulk. Unworked gems are worth half the Price of a finished gem and can serve as the minimum raw materials necessary to {@action Craft} the finished gem. Lesser semiprecious stones are level 0 items, moderate and greater semiprecious stones are 1st-level items, lesser and moderate precious stones are 4th-level items that require expert proficiency to {@action Craft}, and greater precious stones are 7th-level items that require master proficiency to {@action Craft}.",
								{
									"type": "tableGroup",
									"source": "GMG",
									"page": 114,
									"tables": [
										{
											"type": "table",
											"name": "GEMS",
											"id": "2-23",
											"rollable": true,
											"colStyles": [
												"",
												"",
												"text-center"
											],
											"rows": [
												[
													"{@dice 1d100|d%}",
													"Lesser Semiprecious Stones",
													"Price"
												],
												[
													"1\u20137",
													"Agate",
													"{@dice 1d4×5} sp"
												],
												[
													"8\u201314",
													"Alabaster",
													"{@dice 1d4×5} sp"
												],
												[
													"15\u201321",
													"Azurite",
													"{@dice 1d4×5} sp"
												],
												[
													"22\u201328",
													"Hematite",
													"{@dice 1d4×5} sp"
												],
												[
													"29\u201335",
													"Lapis lazuli",
													"{@dice 1d4×5} sp"
												],
												[
													"36\u201342",
													"Malachite",
													"{@dice 1d4×5} sp"
												],
												[
													"43\u201349",
													"Obsidian",
													"{@dice 1d4×5} sp"
												],
												[
													"50\u201356",
													"Pearl, irregular freshwater",
													"{@dice 1d4×5} sp"
												],
												[
													"57\u201363",
													"Pyrite",
													"{@dice 1d4×5} sp"
												],
												[
													"64\u201370",
													"Rhodochrosite",
													"{@dice 1d4×5} sp"
												],
												[
													"71\u201377",
													"Quartz, rock crystal",
													"{@dice 1d4×5} sp"
												],
												[
													"78\u201384",
													"Shell",
													"{@dice 1d4×5} sp"
												],
												[
													"85\u201392",
													"Tiger's-eye",
													"{@dice 1d4×5} sp"
												],
												[
													"93\u2013100",
													"Turquoise",
													"{@dice 1d4×5} sp"
												]
											]
										},
										{
											"type": "table",
											"rollable": true,
											"colStyles": [
												"",
												"",
												"text-center"
											],
											"rows": [
												[
													"{@dice 1d100|d%}",
													"Moderate Semiprecious Stones",
													"Price"
												],
												[
													"1\u20137",
													"Bloodstone",
													"{@dice 1d4×25} sp"
												],
												[
													"8\u201314",
													"Carnelian",
													"{@dice 1d4×25} sp"
												],
												[
													"15\u201321",
													"Chrysoprase",
													"{@dice 1d4×25} sp"
												],
												[
													"22\u201328",
													"Citrine",
													"{@dice 1d4×25} sp"
												],
												[
													"29\u201335",
													"Ivory",
													"{@dice 1d4×25} sp"
												],
												[
													"36\u201342",
													"Jasper",
													"{@dice 1d4×25} sp"
												],
												[
													"43\u201349",
													"Moonstone",
													"{@dice 1d4×25} sp"
												],
												[
													"50\u201356",
													"Onyx",
													"{@dice 1d4×25} sp"
												],
												[
													"57\u201363",
													"Peridot",
													"{@dice 1d4×25} sp"
												],
												[
													"64\u201370",
													"Quartz, milky, rose, or smoky",
													"{@dice 1d4×25} sp"
												],
												[
													"71\u201377",
													"Sard",
													"{@dice 1d4×25} sp"
												],
												[
													"78\u201384",
													"Sardonyx",
													"{@dice 1d4×25} sp"
												],
												[
													"85\u201392",
													"Spinel, red or green",
													"{@dice 1d4×25} sp"
												],
												[
													"93\u2013100",
													"Zircon",
													"{@dice 1d4×25} sp"
												]
											]
										},
										{
											"type": "table",
											"rollable": true,
											"colStyles": [
												"",
												"",
												"text-center"
											],
											"rows": [
												[
													"{@dice 1d100|d%}",
													"Greater Semiprecious Stones",
													"Price"
												],
												[
													"1\u201310",
													"Amber",
													"{@dice 1d4×5} gp"
												],
												[
													"11\u201320",
													"Amethyst",
													"{@dice 1d4×5} gp"
												],
												[
													"21\u201330",
													"Chrysoberyl",
													"{@dice 1d4×5} gp"
												],
												[
													"31\u201340",
													"Coral",
													"{@dice 1d4×5} gp"
												],
												[
													"41\u201350",
													"Garnet",
													"{@dice 1d4×5} gp"
												],
												[
													"51\u201360",
													"Jade",
													"{@dice 1d4×5} gp"
												],
												[
													"61\u201370",
													"Jet",
													"{@dice 1d4×5} gp"
												],
												[
													"71\u201380",
													"Pearl, saltwater",
													"{@dice 1d4×5} gp"
												],
												[
													"81\u201390",
													"Spinel, deep blue",
													"{@dice 1d4×5} gp"
												],
												[
													"91\u2013100",
													"Tourmaline",
													"{@dice 1d4×5} gp"
												]
											]
										},
										{
											"type": "table",
											"rollable": true,
											"colStyles": [
												"",
												"",
												"text-center"
											],
											"rows": [
												[
													"{@dice 1d100|d%}",
													"Lesser Precious Stones",
													"Price"
												],
												[
													"1\u201325",
													"Aquamarine",
													"{@dice 1d4×50} gp"
												],
												[
													"26\u201350",
													"Opal",
													"{@dice 1d4×50} gp"
												],
												[
													"51\u201375",
													"Pearl, black",
													"{@dice 1d4×50} gp"
												],
												[
													"76\u2013100",
													"Topaz",
													"{@dice 1d4×50} gp"
												]
											]
										},
										{
											"type": "table",
											"rollable": true,
											"colStyles": [
												"",
												"",
												"text-center"
											],
											"rows": [
												[
													"{@dice 1d100|d%}",
													"Moderate Precious Stones",
													"Price"
												],
												[
													"1\u201325",
													"Diamond, small",
													"{@dice 1d4×100} gp"
												],
												[
													"26\u201350",
													"Emerald",
													"{@dice 1d4×100} gp"
												],
												[
													"51\u201375",
													"Ruby, small",
													"{@dice 1d4×100} gp"
												],
												[
													"76\u2013100",
													"Sapphire",
													"{@dice 1d4×100} gp"
												]
											]
										},
										{
											"type": "table",
											"rollable": true,
											"colStyles": [
												"",
												"",
												"text-center"
											],
											"rows": [
												[
													"{@dice 1d100|d%}",
													"Greater Precious Stones",
													"Price"
												],
												[
													"1\u201325",
													"Diamond, large",
													"{@dice 1d4×500} gp"
												],
												[
													"26\u201350",
													"Emerald, brilliant green",
													"{@dice 1d4×500} gp"
												],
												[
													"51\u201375",
													"Ruby, large",
													"{@dice 1d4×500} gp"
												],
												[
													"76\u2013100",
													"Star sapphire",
													"{@dice 1d4×500} gp"
												]
											]
										}
									]
								}
							]
						},
						{
							"type": "pf2-h2",
							"source": "GMG",
							"page": 114,
							"name": "Art Objects",
							"entries": [
								"These pieces of artwork have listed values, but might be more valuable to a collector or someone with a personal connection. When including art objects, consider whether the PCs could discover this information and secure a greater reward. For instance, a dwarven crown might be worth 1,000 gp for its exquisite crafting, but even more to the dwarves who lost the crown of their first queen long ago.",
								"This could also be a plot hook for a later adventure.",
								"On the other hand, the materials used to make an art object, such as the paint and the canvas of a painting, are worth far less than the finished object. Some art objects on Table 2\u201324 include uncommon or rare precious materials, though usually not in large enough amounts for other crafting purposes. If you're rolling randomly and don't want to give out an uncommon or rare material, roll again or modify the description (for instance, you might change the mithral crown in the major art objects list to a gold crown)",
								{
									"type": "tableGroup",
									"source": "GMG",
									"page": 115,
									"tables": [
										{
											"type": "table",
											"name": "SAMPLE ART OBJECTS",
											"id": "2-24",
											"rollable": true,
											"colStyles": [
												"",
												"",
												"text-center"
											],
											"rows": [
												[
													"{@dice 1d100|d%}",
													"Minor Art Object",
													"Price"
												],
												[
													"1\u20135",
													"Elegant cloth doll",
													"{@dice 1d4} gp"
												],
												[
													"6\u201310",
													"Scrimshaw whale bone",
													"{@dice 1d4} gp"
												],
												[
													"11\u201315",
													"Illustrated book",
													"{@dice 1d4} gp"
												],
												[
													"16\u201320",
													"Brass statuette of a bull",
													"{@dice 1d4} gp"
												],
												[
													"21\u201325",
													"Carved wooden game set",
													"{@dice 1d4} gp"
												],
												[
													"26\u201330",
													"Set of six ivory dice",
													"{@dice 1d4} gp"
												],
												[
													"31\u201335",
													"Engraved copper ring",
													"{@dice 1d4} gp"
												],
												[
													"36\u201340",
													"Lapis lazuli pendant",
													"{@dice 1d4} gp"
												],
												[
													"41\u201345",
													"Hand mirror with decorated frame",
													"{@dice 1d4} gp"
												],
												[
													"46\u201350",
													"Colorful velvet half mask",
													"{@dice 1d4} gp"
												],
												[
													"51\u201355",
													"Set of decorated ceramic plates",
													"{@dice 1d4} gp"
												],
												[
													"56\u201360",
													"Leather flagon with Caydenite symbol",
													"{@dice 1d4} gp"
												],
												[
													"61\u201365",
													"Bronze bowl with wave imagery",
													"{@dice 1d4} gp"
												],
												[
													"66\u201370",
													"Brass anklet",
													"{@dice 1d4} gp"
												],
												[
													"71\u201375",
													"Iron cauldron with gargoyle faces",
													"{@dice 1d4} gp"
												],
												[
													"76\u201380",
													"Silver religious symbol",
													"{@dice 1d4} gp"
												],
												[
													"81\u201385",
													"Bronze brazier with Asmodean artwork",
													"{@dice 1d4} gp"
												],
												[
													"86\u201390",
													"Plain brass censer",
													"{@dice 1d4} gp"
												],
												[
													"91\u201395",
													"Simple sculpture",
													"{@dice 1d4} gp"
												],
												[
													"96\u2013100",
													"Simple painting",
													"{@dice 1d4} gp"
												]
											]
										},
										{
											"type": "table",
											"rollable": true,
											"colStyles": [
												"",
												"",
												"text-center"
											],
											"rows": [
												[
													"{@dice 1d100|d%}",
													"Lesser Art Object",
													"Price"
												],
												[
													"1\u20135",
													"Silk ceremonial armor",
													"{@dice 1d4×10} gp"
												],
												[
													"6\u201310",
													"Inscribed crocodile skull",
													"{@dice 1d4×10} gp"
												],
												[
													"11\u201315",
													"Illuminated manuscript",
													"{@dice 1d4×10} gp"
												],
												[
													"16\u201320",
													"Simple silver circlet",
													"{@dice 1d4×10} gp"
												],
												[
													"21\u201325",
													"Copper statuette of a salamander",
													"{@dice 1d4×10} gp"
												],
												[
													"26\u201330",
													"Alabaster and obsidian game set",
													"{@dice 1d4×10} gp"
												],
												[
													"31\u201335",
													"Silk fan decorated with turquoise",
													"{@dice 1d4×10} gp"
												],
												[
													"36\u201340",
													"Ceremonial dagger with onyx hilt",
													"{@dice 1d4×10} gp"
												],
												[
													"41\u201345",
													"Amphora with lavish scenes",
													"{@dice 1d4×10} gp"
												],
												[
													"46\u201350",
													"Colorful pastoral tapestry",
													"{@dice 1d4×10} gp"
												],
												[
													"51\u201355",
													"Chrysoberyl symbol of an evil eye",
													"{@dice 1d4×10} gp"
												],
												[
													"56\u201360",
													"Alabaster idol",
													"{@dice 1d4×10} gp"
												],
												[
													"61\u201365",
													"Silk mask decorated with citrines",
													"{@dice 1d4×10} gp"
												],
												[
													"66\u201370",
													"Set of decorated porcelain plates",
													"{@dice 1d4×10} gp"
												],
												[
													"71\u201375",
													"Etched copper ewer",
													"{@dice 1d4×10} gp"
												],
												[
													"76\u201380",
													"Brass scepter with amethyst head",
													"{@dice 1d4×10} gp"
												],
												[
													"81\u201385",
													"Bronze chalice with bloodstones",
													"{@dice 1d4×10} gp"
												],
												[
													"86\u201390",
													"Iron and rock crystal brazier",
													"{@dice 1d4×10} gp"
												],
												[
													"91\u201395",
													"Quality sculpture by an unknown",
													"{@dice 1d4×10} gp"
												],
												[
													"96\u2013100",
													"Quality painting by an unknown",
													"{@dice 1d4×10} gp"
												]
											]
										},
										{
											"type": "table",
											"rollable": true,
											"colStyles": [
												"",
												"",
												"text-center"
											],
											"rows": [
												[
													"{@dice 1d100|d%}",
													"Moderate Art Object",
													"Price"
												],
												[
													"1\u20135",
													"Porcelain doll with amber eyes",
													"{@dice 1d4×25} gp"
												],
												[
													"6\u201310",
													"Marble altar",
													"{@dice 1d4×25} gp"
												],
												[
													"11\u201315",
													"Parade armor with flourishes",
													"{@dice 1d4×25} gp"
												],
												[
													"16\u201320",
													"Silver coronet with peridots",
													"{@dice 1d4×25} gp"
												],
												[
													"21\u201325",
													"Moonstone and onyx game set",
													"{@dice 1d4×25} gp"
												],
												[
													"26\u201330",
													"Gold and garnet ring",
													"{@dice 1d4×25} gp"
												],
												[
													"31\u201335",
													"Ceremonial shortsword with spinels",
													"{@dice 1d4×25} gp"
												],
												[
													"36\u201340",
													"Silver statuette of a raven",
													"{@dice 1d4×25} gp"
												],
												[
													"41\u201345",
													"Porcelain vase inlaid with gold",
													"{@dice 1d4×25} gp"
												],
												[
													"46\u201350",
													"Enormous tapestry of a major battle",
													"{@dice 1d4×25} gp"
												],
												[
													"51\u201355",
													"Gold necklace with peridots",
													"{@dice 1d4×25} gp"
												],
												[
													"56\u201360",
													"Virtuoso silver flute",
													"{@dice 1d4×25} gp"
												],
												[
													"61\u201365",
													"Coral idol of an elemental lord",
													"{@dice 1d4×25} gp"
												],
												[
													"66\u201370",
													"Silver mirror with gilded frame",
													"{@dice 1d4×25} gp"
												],
												[
													"71\u201375",
													"Silver flagon inscribed with fields",
													"{@dice 1d4×25} gp"
												],
												[
													"76\u201380",
													"Copper and spinel puzzle box",
													"{@dice 1d4×25} gp"
												],
												[
													"81\u201385",
													"Small cold iron cauldron with onyx",
													"{@dice 1d4×25} gp"
												],
												[
													"86\u201390",
													"Silver and jade censer",
													"{@dice 1d4×25} gp"
												],
												[
													"91\u201395",
													"Life-size sculpture by an expert",
													"{@dice 1d4×25} gp"
												],
												[
													"96\u2013100",
													"Wide landscape by an expert",
													"{@dice 1d4×25} gp"
												]
											]
										},
										{
											"type": "table",
											"rollable": true,
											"colStyles": [
												"",
												"",
												"text-center"
											],
											"rows": [
												[
													"{@dice 1d100|d%}",
													"Greater Art Object",
													"Price"
												],
												[
													"1\u20135",
													"Gilded ceremonial armor",
													"{@dice 1d4×250} gp"
												],
												[
													"6\u201310",
													"Ancient dragon skull etched with mystic sigils",
													"{@dice 1d4×250} gp"
												],
												[
													"11\u201315",
													"Original manuscript from a world-famous author",
													"{@dice 1d4×250} gp"
												],
												[
													"16\u201320",
													"Gold and aquamarine diadem",
													"{@dice 1d4×250} gp"
												],
												[
													"21\u201325",
													"Gold dragon statuette",
													"{@dice 1d4×250} gp"
												],
												[
													"26\u201330",
													"Jet and white gold game set",
													"{@dice 1d4×250} gp"
												],
												[
													"31\u201335",
													"Gold rapier with amethysts",
													"{@dice 1d4×250} gp"
												],
												[
													"36\u201340",
													"Gold urn with scenes of judgment",
													"{@dice 1d4×250} gp"
												],
												[
													"41\u201345",
													"Splendid lyre of world-famous lyrist",
													"{@dice 1d4×250} gp"
												],
												[
													"46\u201350",
													"Platinum-framed monocle",
													"{@dice 1d4×250} gp"
												],
												[
													"51\u201355",
													"Gold mask of a high priest",
													"{@dice 1d4×250} gp"
												],
												[
													"56\u201360",
													"Crystal dinner set, fine silverware",
													"{@dice 1d4×250} gp"
												],
												[
													"61\u201365",
													"Gold and opal bracelet",
													"{@dice 1d4×250} gp"
												],
												[
													"66\u201370",
													"Intricate silver and gold music box",
													"{@dice 1d4×250} gp"
												],
												[
													"71\u201375",
													"Jeweled orrery of the planes",
													"{@dice 1d4×250} gp"
												],
												[
													"76\u201380",
													"Gilded scepter with sapphire",
													"{@dice 1d4×250} gp"
												],
												[
													"81\u201385",
													"Fine gold spyglass",
													"{@dice 1d4×250} gp"
												],
												[
													"86\u201390",
													"Gold chalice with black pearls",
													"{@dice 1d4×250} gp"
												],
												[
													"91\u201395",
													"Towering sculpture by a master",
													"{@dice 1d4×250} gp"
												],
												[
													"96\u2013100",
													"Famous portrait by a master",
													"{@dice 1d4×250} gp"
												]
											]
										},
										{
											"type": "table",
											"rollable": true,
											"colStyles": [
												"",
												"",
												"text-center"
											],
											"rows": [
												[
													"{@dice 1d100|d%}",
													"Major Art Object",
													"Price"
												],
												[
													"1\u20135",
													"Jewel-encrusted gold altar",
													"{@dice 1d4×1000|1d4×1,000} gp"
												],
												[
													"6\u201310",
													"Saint's bone with lost scriptures",
													"{@dice 1d4×1000|1d4×1,000} gp"
												],
												[
													"11\u201315",
													"Previously lost volume from a legendary author",
													"{@dice 1d4×1000|1d4×1,000} gp"
												],
												[
													"16\u201320",
													"Jeweled mithral crown",
													"{@dice 1d4×1000|1d4×1,000} gp"
												],
												[
													"21\u201325",
													"Platinum dragon statuette",
													"{@dice 1d4×1000|1d4×1,000} gp"
												],
												[
													"26\u201330",
													"Diamond ring with platinum band",
													"{@dice 1d4×1000|1d4×1,000} gp"
												],
												[
													"31\u201335",
													"Star sapphire necklace",
													"{@dice 1d4×1000|1d4×1,000} gp"
												],
												[
													"36\u201340",
													"Darkwood violin by a legend",
													"{@dice 1d4×1000|1d4×1,000} gp"
												],
												[
													"41\u201345",
													"Platinum image of a fey noble with a bit of orichalcum",
													"{@dice 1d4×1000|1d4×1,000} gp"
												],
												[
													"46\u201350",
													"Jeweled gold puzzle box",
													"{@dice 1d4×1000|1d4×1,000} gp"
												],
												[
													"51\u201355",
													"Crystallized dragon heart",
													"{@dice 1d4×1000|1d4×1,000} gp"
												],
												[
													"56\u201360",
													"Living flame shaped into a phoenix",
													"{@dice 1d4×1000|1d4×1,000} gp"
												],
												[
													"61\u201365",
													"Phasing ether silk tapestry",
													"{@dice 1d4×1000|1d4×1,000} gp"
												],
												[
													"66\u201370",
													"Solidified moment of time",
													"{@dice 1d4×1000|1d4×1,000} gp"
												],
												[
													"71\u201375",
													"Tankard owned by Cayden Cailean",
													"{@dice 1d4×1000|1d4×1,000} gp"
												],
												[
													"76\u201380",
													"Thought lens of astral essence",
													"{@dice 1d4×1000|1d4×1,000} gp"
												],
												[
													"81\u201385",
													"Divine art piece created by Shelyn",
													"{@dice 1d4×1000|1d4×1,000} gp"
												],
												[
													"86\u201390",
													"Chandelier crafted from dreams",
													"{@dice 1d4×1000|1d4×1,000} gp"
												],
												[
													"91\u201395",
													"Enormous chryselephantine sculpture by a legend",
													"{@dice 1d4×1000|1d4×1,000} gp"
												],
												[
													"96\u2013100",
													"Major painting by a legend",
													"{@dice 1d4×1000|1d4×1,000} gp"
												]
											]
										}
									]
								}
							]
						}
					]
				},
				{
					"type": "pf2-h1",
					"blue": true,
					"name": "Afflictions",
					"entries": [
						"Afflictions strike creatures with potent and often escalating results. This section presents a variety of curses, diseases, and drugs for use in your game. A broad sampling of poisons can be found beginning on page 550 of the {@i Core Rulebook}, and the rules for afflictions start on 457.",
						"Depending on the tone of the campaign, the GM might want to roll secret saving throws for PCs affected by an affliction. This is particularly effective when the affliction is an element within a survival or horror game, or when it's part of a mystery.",
						{
							"type": "pf2-h2",
							"source": "GMG",
							"page": 116,
							"name": "Curses",
							"entries": [
								"A curse is a manifestation of potent ill will. Curses typically have a single effect that takes place upon a failed saving throw and lasts a specified amount of time, or can be removed only by certain actions a character must perform or conditions they must meet. Rarely, curses will have stages; these follow the rules for afflictions.",
								"Curses may come from a malicious action, such as a lich's Paralyzing Touch or a spell from an evil spellcaster.",
								"Guardians of a tomb or treasure might ward their charge with a curse as protection against thieves. In some rare cases, a curse might manifest as a response to a terrible act, such as a massacre. When using a curse in your game, assign the curse to an item, location, situation, or similar element.",
								"Then, decide on a trigger for the curse\u2014such as a creature attempting to steal a warded book, destroy a work of art, or slay a specific creature. A curse can even be tied to a specific location, in which case it functions as a simple hazard. Once that trigger occurs, the curse affects the triggering creature or creatures. Each affected creature must attempt a saving throw against the curse; if they fail, they are subject to the effects specified in the curse's Effect entry."
							]
						},
						{
							"type": "pf2-h2",
							"source": "GMG",
							"page": 118,
							"name": "Diseases",
							"entries": [
								"Exposure to disease can be a hazard, such as when PCs come into contact with a plague-ridden corpse; such hazards grant XP as a simple hazard of the disease's level. When a disease gives a {@condition sickened} condition that can't be reduced until it runs its course, that typically means the disease has symptoms such as a difficulty swallowing, loss of appetite, or nausea that make eating and drinking difficult but not impossible. Despite the condition's prohibition on eating or drinking, a creature can slowly and carefully eat and drink as long as they aren't in an encounter."
							]
						},
						{
							"type": "pf2-h2",
							"source": "GMG",
							"page": 120,
							"name": "Drugs",
							"entries": [
								"Drugs offer short-term benefits with harmful side effects and long-term consequences. These short-term benefits, such as euphoria, draw many to drugs, but addiction keeps users hooked long after their first dose. A character can voluntarily fail their initial save against a drug, but for each dose they consume, they must attempt a saving throw against addiction, a disease that represents cravings and withdrawal. Addiction is unique to each drug, so a character can be affected by multiple instances of addiction at once.",
								"Certain drugs alter how addiction works for that drug, adding the {@trait virulent} trait to the addiction, limiting the maximum stage a character can reach, or adding additional stages beyond those listed in the base affliction.",
								{
									"type": "data",
									"tag": "disease",
									"data": {
										"source": "GMG",
										"page": 120,
										"name": "Addiction",
										"level": ", level varies",
										"type": "disease",
										"entries": [
											"Track the maximum stage you reach with each drug's addiction. This maximum stage is separate from your current addiction stage for the drug. The maximum stage can't be reduced, even if you fully remove the disease. When you take the drug, two things happen: you attempt a saving throw against addiction, and you suppress the effects of addiction for 1 day. Failing a save against addiction caused by taking the drug causes you to go to 1 stage higher than the maximum stage you had previously reached (2 stages higher on a critical failure). If you're currently suffering from addiction when you attempt a save from taking the drug, you can't improve your stage; if you succeed at the save, the stage remains the same as it was.",
											"When you attempt your save against addiction each week, the stage you are currently at can't get worse\u2014it can only stay the same or improve. The conditions from addiction can't be removed while you are affected by the addiction, and suppressing addiction by taking the drug only avoids the effects\u2014it doesn't remove the disease.",
											{
												"type": "affliction",
												"savingThrow": "Fortitude (DC equals that of the drug)",
												"onset": "1 day",
												"stages": [
													{
														"stage": 1,
														"entry": "{@condition fatigued}",
														"duration": "1 week"
													},
													{
														"stage": 2,
														"entry": "{@condition fatigued} and {@condition sickened||sickened 1}",
														"duration": "1 week"
													},
													{
														"stage": 3,
														"entry": "{@condition fatigued}, {@condition drained||drained 1} and {@condition sickened||sickened 1}",
														"duration": "1 week"
													},
													{
														"stage": 4,
														"entry": "{@condition fatigued}, {@condition drained||drained 2}, {@condition sickened||sickened 2} and {@condition stupefied||stupefied 2}",
														"duration": "1 week"
													}
												]
											}
										]
									}
								},
								{
									"type": "pf2-brown-box",
									"source": "GMG",
									"page": 120,
									"name": "DRUGS IN YOUR GAME",
									"entries": [
										"Drugs are socially complex, and including them in your game has the potential to make some of your players uncomfortable\u2014particularly players who have struggled with substance abuse themselves or seen friends and family members go through that struggle. As with any potentially difficult subject matter, you should discuss the role drugs play in your game with your players and ensure that all the players at the table are comfortable with the material; if they aren't, avoid the topic.",
										"If you do include drugs in your game, consider the role they'll play. In some campaigns, drugs might simply be an element of flavor and a tool characters use to reach their goals; in others, the side effects and risk of addiction might be a terrible price to pay. The rules assume something of a middle path, where drugs are addictive substances that may provide a short-term benefit but have consequences. To make drugs more accessible in your game, remove some of the more severe stages of addiction. To make them more dangerous, add the {@trait virulent} trait to the addiction affliction, add more stages with increasingly severe effects, or increase the DC of the save against the addiction by 1 for every use of the drug, decreasing back to normal over time as they stop using the drug."
									]
								}
							],
							"data": {
								"quickref": 5
							}
						}
					]
				},
				{
					"type": "pf2-h1",
					"blue": true,
					"source": "GMG",
					"page": 122,
					"name": "Building Worlds",
					"entries": [
						"Building your own campaign world can be a deeply fulfilling creative process, as it lets you bring to life the exact setting you envision. It gives you great flexibility, in that you can build only as much as you need for the next few adventures, and you can adapt the world on the fly to meet the demands of your story. It also gives you great control, allowing you to build precisely the setting you need for the story you want to tell. Finally, it bypasses some of the issues that can come with playing within an existing campaign setting, where you might create a narrative that contradicts published canon, or your players might stumble across major plot or setting spoilers. Whatever your world-building goals, this chapter guides you through the design process step by step.",
						{
							"type": "pf2-h2",
							"source": "GMG",
							"page": 122,
							"name": "Design Approach",
							"entries": [
								"World building can be approached in many ways, but it fundamentally comes down to a simple preference. Do you start at a high level and zoom in, or do you start small and build up? This section outlines a largely top-down approach, but you can design from the bottom up simply by starting at the end of this section and working backwards. Either way, you may find yourself skipping between sections as inspiration strikes\u2014and that's OK! When building a world, there's a risk of becoming overwhelmed by the sheer number of decisions to be made. Remember that you don't need to make every decision for every aspect of your world all at once. Focus first on the elements you need for your story and the game, then add as much of the rest as you'd like. You'll also want to allow room for input from your players\u2014gaming sessions are more memorable and engaging when the storytelling experience is shared between everyone at the table (page 32 has more information on players contributing to the narrative)",
								"Before you decide anything else, however, you should establish your concept and your goals. Do you envision a high-magic steampunk setting where humans are a tiny minority? A world where the only magic derives from squabbling pantheons of gods whose followers are caught up in their wars for power? A quaint town isolated from an otherwise-unknown world beyond a vast, impenetrable forest of mist-choked, skeletal trees? Are you designing a world for a multi-year campaign, or for a fast-paced one-shot adventure? Having an idea in mind will help steer your choices as you build your world, and knowing your goals will help you focus on building what you need.",
								{
									"type": "pf2-h3",
									"source": "GMG",
									"page": 122,
									"name": "Top Down",
									"entries": [
										"The top-down approach is great if you have a lot of time to dedicate to world building. When designing a setting from the top down, your initial focus is on the big picture.",
										"You may already have an idea of the big movers and shakers of your world or your multiverse. You may want to chronicle a thousand years or more of the setting's history. You may have already sketched out a world map with continents, nations, and trade routes spanning the globe. This approach begins with broad generalities that get more detailed as you design and during play."
									]
								},
								{
									"type": "pf2-h3",
									"source": "GMG",
									"page": 122,
									"name": "Bottom Up",
									"entries": [
										"With a bottom-up approach to world building, you start small and local. Focus on the starting location and immediate needs of your campaign, then expand outward as the story unfolds. This strategy works well for those with less time to devote to world building, as you need to prepare only the minimum detail necessary to entice your players toward adventure, fleshing out your world only as the campaign requires it."
									]
								}
							]
						},
						{
							"type": "pf2-h2",
							"source": "GMG",
							"page": 122,
							"name": "The World",
							"entries": [
								"While world building might include building much more than a single planet, most adventures occur entirely on one world. It's a good idea to have a broad understanding of that world as a whole.",
								{
									"type": "pf2-h3",
									"source": "GMG",
									"page": 122,
									"name": "Planetary Basics",
									"entries": [
										"When designing the physical features of a campaign world, you'll want to determine its shape and the general distribution of landmasses. You can also establish the world's size, though note the scale of a world generally has a fairly small impact on the adventures taking place there.",
										{
											"type": "pf2-h4",
											"source": "GMG",
											"page": 122,
											"name": "Shape",
											"entries": [
												"In a fantasy setting, the shape of your world need not be spherical as governed by the laws of physics. It could be any shape you desire, and it need not be a planet at all!",
												"{@b Globe:} Barring some catastrophe, worlds in our reality are roughly spherical due to the influence of gravity.",
												"{@b Hollow World:} What if the landmasses and civilizations of a world existed on the inner surface of a hollow sphere? In such a world, the horizon would climb upwards, permitting creatures to see landmarks at extraordinary distances. Light might emanate from a sun-like orb in the world's center, from various other natural or magical sources, or not at all.",
												"{@b Irregular:} What if your world is flat, a toroid, or shaped into a cylinder, cube, or other polyhedron? What if it's something even stranger? With such an unusual shape, you may need to decide how gravity, atmosphere, and other details function."
											]
										},
										{
											"type": "pf2-h4",
											"source": "GMG",
											"page": 123,
											"name": "Landmass",
											"entries": [
												"The next major step in world creation is to sketch out the planet's oceans and major landmasses. On Earth, these geological features are the result of plate tectonics.",
												"In a fantasy world, however, the oceans might have been cleaved from the land by the actions of titans, or the continents shaped to suit a god's whims. The following are some common landmass types.",
												"{@b Archipelago:} A stretch of vast ocean, dotted by chains of small island groups, atolls, and islets.",
												"{@b Major Islands:} A region of seas dominated by large islands, each several hundred miles across.",
												"{@b Island-Continent:} An enormous island nearly the size of a continent, surrounded by ocean.",
												"{@b Continent:} A substantial landform that (usually) rests on a tectonic plate and gradually shifts in position over geologic timescales.",
												"{@b Supercontinent:} An assembly of the world's continental blocks into a single immense landmass."
											]
										}
									]
								},
								{
									"type": "pf2-h3",
									"source": "GMG",
									"page": 123,
									"name": "Environment",
									"entries": [
										"The environment and terrain of a region can pose as much of a challenge to an adventuring party as any of the foes they face. The following section references the environment categories beginning on page 512 of the {@i Core Rulebook}",
										{
											"type": "pf2-h4",
											"source": "GMG",
											"page": 123,
											"name": "Common Environments",
											"entries": [
												"The following environments are common enough that they might appear in nearly any adventure or world.",
												"{@b Aquatic:} Oceans, seas, lakes, and other large waterways are aquatic environments.",
												"{@b Arctic:} Arctic environments usually appear near the northern and southern extremes of a world, though extreme elevation, unusually shaped worlds, and supernatural forces could result in arctic terrain elsewhere.",
												"{@b Desert:} Deserts can appear anywhere on a world where precipitation is scant, even along some oceans. Any large landmasses that entirely lack bodies of water are likely to be deserts.",
												"{@b Forest:} The composition of a forest depends on the climate and the elevation, with thick jungles more common near an equator, hardwood forests in more temperate zones, and evergreens at higher latitudes and elevations. Most worlds have a tree line\u2014an elevation above which trees can't grow.",
												"{@b Mountain:} A world's highest peaks can stretch tens of thousands of feet above sea level. This category also includes hills, which are typically no more than 1,000 feet tall.",
												"{@b Plains:} Mostly flat and unobstructed, plains are usually at lower elevations, but they can also be found at higher elevation on plateaus.",
												"{@b Urban:} Cities and settlements are urban environments. These areas are detailed in Settlements, beginning on page 132.",
												"{@b Swamp:} Wide floodplains, shallow lakes, and marshes can appear at most latitudes."
											]
										},
										{
											"type": "pf2-h4",
											"source": "GMG",
											"page": 123,
											"name": "Extreme Environments",
											"entries": [
												"Some adventures lead to fantastic reaches of the world or the multiverse that are seldom tread by mortals.",
												"{@b Aerial:} A world might include windy realms of floating islands and castles in the clouds.",
												"{@b Glacier:} Massive sheets of dense ice, constantly moving under their own immense weight, glaciers are frozen wastelands riddled with columns of jagged ice and snow-covered crevasses.",
												"{@b Volcanic:} Hellish landscapes of molten lava, burning ash, and scorching temperatures pose immediate danger.",
												"{@b Undersea:} A subset of aquatic environments, undersea environments are those areas submerged beneath the waves.",
												"{@b Underground:} Some worlds have deep natural caverns, while others have extensive winding tunnels and expansive realms below the surface."
											]
										}
									]
								},
								{
									"type": "pf2-h3",
									"source": "GMG",
									"page": 123,
									"name": "Mapping a World",
									"entries": [
										"Many Game Masters like to have an overland map for their local region, nation, or even the whole world. The primary goal of this scale of map is to designate sites of import to the campaign; you need not detail every hamlet or woodland grove, but having a sense of the major features can help you and the other players visualize the world in which they're playing.",
										"{@b Step 1. Coastlines:} The easiest first step is to separate land from sea. Regional maps may only have a single shoreline, if any. At larger map scales, consider the placement of major islands, archipelago chains, atolls, and islets. A world map should consider the size and placement of continents.",
										"{@b Step 2. Topography:} Pencil in a rough ridgeline for each mountain range in the region. Mountain ranges are common along coastlines where continental plates push together. If extended into the sea, mountain ranges typically result in a chain of offshore islands. Indicate hills in the regions adjacent to the mountains and elsewhere as necessary to demonstrate elevation. Unmarked terrain on an overland map is usually lowland plains.",
										"{@b Step 3. Watercourses:} It's important to keep in mind that rivers flow downstream, from high elevation toward the sea, always taking the path of least resistance.",
										"Powerful watercourses might carve canyons or gorges over millennia, but they should never cross through mountain ranges. On a similar note, watercourses don't branch\u2014tributaries join into rivers as they flow downstream.",
										"{@b Step 4. Terrain and Environment:} Sketch in interesting terrain features such as forests, deserts, or tundra. You may want to differentiate these environs, separating coniferous and deciduous forests from tropical jungles or arctic taiga. Environs not specifically called out on an overland map are typically presumed to be some variety of grassland.",
										"{@b Step 5. Civilization:} Now you're ready to place the elements of civilization. Major cities should typically be located near fresh water and natural resources. Major roads connect larger settlements, circumventing forests and other difficult environs, but they may wind through mountain passes when lucrative commerce demands it. Add smaller settlements along your roads, further connected by smaller roads and trails. Finally, draw political boundaries and mark other sites of interest."
									]
								},
								{
									"type": "pf2-brown-box",
									"source": "GMG",
									"page": 124,
									"name": "CAMPAIGN REFERENCE",
									"entries": [
										"Before the campaign starts, you might want to begin the outline for a campaign reference: a living document that you can easily review and annotate during gameplay and that records the geography, factions, history, characters, and plots central to your campaign."
									]
								}
							]
						},
						{
							"type": "pf2-h2",
							"source": "GMG",
							"page": 124,
							"name": "Civilization",
							"entries": [
								"With the major geographical features and terrain of your world decided, you'll next want to establish significant nations and settlements.",
								"When it comes to designing a world's cultures, you might want to focus primarily on those areas the party is likely to explore first. This allows you to establish the details and depth of one region's peoples before expanding out to address others. That's not to say you shouldn't have ideas about the cultures beyond your starting settlement\u2014it just means you don't need to decide every detail of every culture all at once.",
								"As always, you don't need to demarcate every realm on the globe or indicate every town, hamlet, and thorp.",
								"Keep your focus on what you need for your story and your adventure\u2014leaving terra incognita can lead to stories down the road as the party ventures further from home.",
								{
									"type": "pf2-h3",
									"source": "GMG",
									"page": 124,
									"name": "Societal Benchmarks",
									"entries": [
										"The following sections can help you establish certain truths about your world as a whole. From there, you can decide the details of specific cultural groups, including whether they deviate from these global standards.",
										{
											"type": "pf2-h4",
											"source": "GMG",
											"page": 124,
											"name": "Technology",
											"entries": [
												"Throughout history, a major driver of world culture has been the continuous advancement of technology in warfare, agriculture, and industry. The following categories roughly approximate real-world technological levels, but progress might vary on your world. What heights of technology have been achieved? Have any groups fallen behind or leaped ahead? {@b Primeval:} Weapons and tools in this early era are crafted primarily from bone, wood, or stone. Knowledge of stonecutting allows early civilizations to raise stone walls and buildings.",
												"{@b Ancient:} Advancements in mining and metallurgy lead to weapons and tools made from bronze. Crop rotation and storage in granaries ensure greater survival in times of famine. Trade between river and coastal settlements is aided by oar- and sail-powered galleys. Chariots come into strong use during warfare.",
												"{@b Classical:} Superior military tactics and engineered roads allow for rapid deployment of infantry wielding iron weapons and aided by mounted cavalry. Advances in complex irrigation and construction of aqueducts lead to an abundance of harvest foods and dramatic improvements to sanitation.",
												"{@b Medieval:} Warfare in this era is defined by iron armor, crossbows, and weapons forged of fine steel.",
												"{@b Enlightenment:} The development of black powder and muzzle-loaded, single-shot firearms greatly changes warfare, making plate armor mostly obsolete. Larger ships permit ocean crossings and long-range trade to distant shores. The printing press speeds literacy and the dissemination of new ideas.",
												"{@b Steam:} Steam engines replace conveyances drawn by animal power or sail, leading to a significant shift from wood fuel to coal. Further advances in science lead to dirigible airships and observation balloons. Simple firearms are replaced by repeating revolvers and bolt action rifles."
											]
										},
										{
											"type": "pf2-h4",
											"source": "GMG",
											"page": 124,
											"name": "Divine Involvement",
											"entries": [
												"What is the nature of the gods? Do they even exist? If so, are they omnipotent and omniscient? How does a follower request their divine favor? The answers to these questions will help you determine how strongly divine faith impacts the cultures of your world.",
												"{@b None:} Deities do not exist in this world, or if they do, they are oblivious to or completely unconcerned with mortal affairs. If they exist, they don't make their presence known, nor do they grant power to their worshippers.",
												"{@b Limited:} Deities exist, though they remain aloof from the mortal world and make their divine presence known only to a chosen few.",
												"{@b Accepted:} Divine influence is an accepted fact of everyday life. Their will is enacted through priests and organized religions. Divine avatars may appear in the world during extreme circumstances.",
												"{@b Ubiquitous:} Deities live among mortals, exerting their divine will directly. Gods rule entire nations, commanding absolute obedience from their faithful followers."
											]
										},
										{
											"type": "pf2-h4",
											"source": "GMG",
											"page": 124,
											"name": "Magic",
											"entries": [
												"Does magic exist? If so, which traditions are available? What are the sources of a spellcaster's power, and how do they gain and channel that magic?",
												"{@b No Magic:} Magic of any kind does not exist in this world. Spells and magic effects do not function. Consider the variants on page 196 to handle the lack of magic items.",
												"{@b Low Magic:} Magic is mysterious and taboo. The few practitioners of the mystical arts are feared or shunned.",
												"Again, consider the variants on page 196 to handle the relative scarcity of magic items.",
												"{@b Common:} Magic is an accepted fact of everyday life, though its mysteries are beyond the reach of most people.",
												"Magic portals and gates can whisk travelers \"in the know\" halfway across the world or to the other side of the multiverse.",
												"{@b High Magic:} Magic and magical items are commonplace in society. It may be as easy to learn spellcasting as it is to learn a new language. Magical objects simulate various modern technologies."
											]
										}
									]
								},
								{
									"type": "pf2-h3",
									"source": "GMG",
									"page": 125,
									"name": "Designing Nations",
									"entries": [
										"For any nation you establish in your setting, you'll want to provide at least a minimal description\u2014the core concept of that nation. The amount of additional detail you provide depends on the needs of your story. You likely want to establish enough information to create a stat block (page 130) for the nation your adventurers are from, any nations they're likely to spend significant time in, and those nations' main allied and enemy nations, if they are likely to become part of the plot.",
										"When building a nation, remember that the various elements connect to the history of the land and its people, its relationships with nearby nations, and the current residents. This interconnectedness will help you build a wealth of story hooks and provide immersive detail for your players.",
										"Beyond those basic details, the following considerations can help flesh out the nations in your setting.",
										{
											"type": "pf2-h4",
											"source": "GMG",
											"page": 125,
											"name": "Location, Size, and Population",
											"entries": [
												"Major geographical boundaries, such as mountains, seas, and large rivers, often present natural borders for a realm. Depending on its leadership, culture, and the resources available, a country may be as small as a city-state or as large as a continent-sweeping empire.",
												"Barring widely available technological or magical travel and communication, most nations remain relatively small (only a few hundred miles across), simply because it becomes too difficult for a single governing entity to oversee and maintain the entirety of a larger state.",
												"National populations ebb and flow due to a multitude of external factors. Advances in sanitation, medicine, and agriculture can spur dramatic population growth, while war, famine, or plague can devastate it. As a rule, smaller nation-states have a population around a hundred thousand, while a continent-spanning empire could swell to well over a hundred million.",
												"Population size is only part of the equation. Figuring out the ancestry ratios of that population and brainstorming how the members of various ancestries interact can often lead to interesting story ideas, or at least give you some jumping-off points when dreaming up how the nation was founded and its later history."
											]
										},
										{
											"type": "pf2-h4",
											"source": "GMG",
											"page": 126,
											"name": "Cultural Hallmarks",
											"entries": [
												"What elements of the nation's predominant culture stand out? A nation might have an unusual stance on religion, a specific demographic, distinctive natural features, noteworthy political views, or any number of unique elements that differentiate it from other nations in your region. These hallmarks can inform your decisions about many other aspects of the nation."
											]
										},
										{
											"type": "pf2-h4",
											"source": "GMG",
											"page": 126,
											"name": "History",
											"entries": [
												"How did the nation come to be? Has it stood since time immemorial, a bastion of stability while the rest of the world changes around it? Perhaps it was built over the ruins of another civilization, destroyed by some forgotten calamity. Or perhaps it is a young nation, born recently amid ongoing strife in your world. What remnants of the past can be found, or has the past been deliberately {@condition hidden}? How have the residents of the nation adapted to change, and in what ways have they failed to do so?"
											]
										},
										{
											"type": "pf2-h4",
											"source": "GMG",
											"page": 126,
											"name": "Economy and Political Stances",
											"entries": [
												"Determine the key resources and industries that drive the nation's economy. The availability of natural resources can establish national boundaries, local industry, and other elements of the resident society. For example, an area with few resources might have a nomadic society, while a nation rich in resources might develop an opulent mercantile class.",
												"These resources can also affect international relationships.",
												"An area poor in a specific resource might have a strong trade relationship with a nearby nation that has it, or they might be at war! Nations also disagree about political structures, public policy, religion, and any number of other factors.",
												"You'll also want to consider the significant NPCs of each nation. This includes the official ruler, but it also includes other major players, whether they act in an official capacity or entirely behind the scenes."
											]
										}
									]
								},
								{
									"type": "pf2-brown-box",
									"source": "GMG",
									"page": 126,
									"name": "CONSCIENTIOUS CULTURE DESIGN",
									"entries": [
										"Creating fantasy cultures is a delicate topic, as it can be all too easy to create a culture or a group based on damaging stereotypes or simplistic reductions of real-world groups.",
										"Creating entire cultures out of harmful genre tropes such as \"jungle savage\" or \"noble samurai\" reduces real-world cultures to caricatures and perpetuates stereotypes about people from those cultures. Taking inspiration from the real world is wonderful\u2014our world is filled with an incredible diversity of cultures and peoples\u2014but you should do so with care and respect for those sources."
									]
								},
								{
									"type": "pf2-h3",
									"source": "GMG",
									"page": 126,
									"name": "Building Settlements",
									"entries": [
										"In Pathfinder, settlements are where characters can rest, recharge, retrain, and dedicate themselves to other downtime activities all in relative peace. Traditionally, an adventuring band comes together in some kind of settlement, be it a small hamlet nestled on the border of some wild frontier or a bustling port city at the heart of a nation. Some adventures take place entirely within a single settlement, while in others the party visits settlements only briefly between their adventures in the wilderness.",
										"The first thing you should consider when building a settlement is its role in your story. Is this a major metropolis the heroes will visit again and again during their adventurers? A backwater village where their adventures begin? The distant capital from which an evil tyrant issues cruel edicts? The settlement's campaign role will inform many of the other decisions you make about the place.",
										"Once you know why you need the settlement, consider why it would exist in the world. Settlements are typically founded near sources of fresh drinking water; most commonly along a riverbank or a place with access to adequate wells or springs. They additionally require some kind of transit to other places, either roads or waterways.",
										"While it may be easier to create a village or city merely to serve the characters' needs, determining what function it has independent of the characters adds verisimilitude and can provide hooks for further stories.",
										"Settlements, on page 132, describes the components of a settlement stat block, which you should create for any settlement you expect your characters to visit. The process of creating that stat block will help you further flesh out your community.",
										{
											"type": "pf2-h4",
											"source": "GMG",
											"page": 126,
											"name": "Mapping a Settlement",
											"entries": [
												"Don't underestimate the usefulness of sketching a map of significant settlements, like the one where your adventure starts. This isn't intended to be a picture-perfect rendition drawn to scale, but rather to outline the rough shape and size of the settlement. Be sure to highlight a few key structures useful to the campaign. For more inspiration, see the section on Drawing Maps (page 52)",
												"{@b Step 1. City Layout:} The layout of a settlement is as unique as the terrain upon which it is settled. First, decide the major trade route for the settlement. This is typically a river, which brings fresh water, fish, and fast transport to the populace. Larger cities can sustain additional growth with access to a deep-water harbor or a major overland trade road. Even settlements conceived with a grid plan tend to stretch along established trade routes before expanding outwards.",
												"{@b Step 2. Districts:} Towns with a population over a thousand typically have defensive walls. As a settlement grows further in size and population, additional stone fortifications are often constructed beyond the city center, which further segment the city into districts or boroughs. A metropolis, for example, might have several distinct neighborhoods: Castle Ward, Noble Quarter, Temple Hill, the Gardens, Scholars' Court, Artisan Plaza, the docks, the slums, and so forth.",
												"{@b Step 3. Markets and Shops:} Designate one or more open spaces in the settlement for a market square. This marketplace typically grows in the city center, along a major road intersecting the settlement's primary trade route. Lining the perimeter of the temporary tents and stalls of a bazaar are permanent retail shops offering pricier goods and services. Here in the beating heart of city commerce, adventurers can arm themselves for upcoming expeditions or sell their ill-gotten gains once making it back to the settlement.",
												"{@b Step 4. Inns:} Heroes need a place to celebrate and recover between adventures. In addition to both public and private lodging, a settlement's inns often serve food and drink. As with the town market, inns are commonly built in central locations where trade roads meet. In your campaign, inns are ideal locations to spread gossip, introduce notable NPCs, and initiate quests. For the right price, innkeepers might rent strongboxes to secure money and other valuables between adventures.",
												"{@b Step 5. Landmarks:} To give your cities a sense of personality and local flavor, design a handful of iconic landmarks for the PCs to visit. Memorable names make these landmarks more interesting. A random observatory might be noteworthy, but the Celestial Watchtower has an air of intrigue that could lead to a fun adventure hook."
											]
										}
									]
								}
							]
						},
						{
							"type": "pf2-h2",
							"source": "GMG",
							"page": 127,
							"name": "Religion",
							"entries": [
								"The greatest stories from myth and legend speak of immortals with incredible powers of creation and destruction. Some meddle in the affairs of mortals, shaping heroes and history at a whim, while others remain aloof or oblivious to the mortal world. Regardless of the world you're building, religion (or even the absence thereof) shapes the people and the stories you tell.",
								{
									"type": "pf2-h3",
									"source": "GMG",
									"page": 127,
									"name": "Theology",
									"entries": [
										"Religious traditions are commonly categorized by their belief in one or more divine entities.",
										"{@b Polytheism:} This belief system posits the existence of many gods. Polytheistic gods typically espouse particular areas of concern and often reflect the appearance of their worshippers. The primary religious philosophy of the Age of Lost Omens is polytheistic.",
										"{@b Dualism:} This philosophy espouses an enduring conflict between two diametrically opposed cosmic forces; most commonly good and evil or law and chaos. Acolytes of each faith almost always see themselves as righteous, and those of the contrasting belief as false.",
										"{@b Monotheism:} A monotheistic doctrine recognizes the existence of only one true god. The supreme deity may exhibit more than one aspect yet remain a single entity, like Gozreh from the Age of Lost Omens.",
										"{@b Pantheism:} Divine power arises from the universe itself, or as a byproduct of the collective power of many deities sharing some common facet, either way forming a vast, all-encompassing divine entity. Worshippers sometimes appeal to or devote themselves to specific fundamental concepts or aspects of the universe.",
										"{@b Animism:} Rather than worshipping gods associated with souls and spiritual essence from beyond, animism sees the life force in each part of the world, whether it be the trees of an old-growth forest or a towering waterfall.",
										"An example of animism in the Age of Lost Omens is the connection between the Shoanti people and their totems, which they forge a relationship with when they come of age.",
										"{@b Atheism:} In some campaign worlds, the gods have all died, abandoned their worshippers, or never existed at all. Mortals of this world may still cling to belief and establish religions in the name of the divine, but there are no true deities to answer their prayers."
									]
								},
								{
									"type": "pf2-h3",
									"source": "GMG",
									"page": 127,
									"name": "Pantheons",
									"entries": [
										"In polytheistic traditions, a pantheon is a divine hierarchy of multiple (or even all) deities.",
										"{@b Universal:} All deities in the setting belong to a single pantheon. Different cultures might have their own names for the god of magic, for instance, but only a single deity answers their prayers.",
										"{@b Ancestral or Regional:} Each ancestry or region worships its own distinct pantheon. These pantheons coexist in the same cosmology but establish control in separate divine realms. Across the cosmos, several gods from disparate pantheons may share the same area of concern, but they seldom compete for worshippers from rival pantheons.",
										"{@b Competitive:} The world contains smaller regional pantheons competing for mortal worship. Only one deity of a specific area of concern may ascend to greater power across all the pantheons. As such, deities typically have little loyalty to their own pantheons and may actually switch to another pantheon if it earns them additional worshippers.",
										"{@b None:} The deities of this multiverse act as individuals with no familial ties or common agenda binding them to each other."
									]
								},
								{
									"type": "pf2-h3",
									"source": "GMG",
									"page": 127,
									"name": "Deities",
									"entries": [
										"These immortal beings command vast power and influence fueled by the faith and souls of mortal worshippers. In Pathfinder, deities also dictate some of the abilities of those champions and clerics who channel their power.",
										"When designing deities, you'll need to include the divine statistics and devotee benefits described below.",
										{
											"type": "pf2-h4",
											"source": "GMG",
											"page": 127,
											"name": "Divine Rank",
											"entries": [
												"Gods are usually ranked in a divine hierarchy, from newly ascended godlings to almighty creator gods of unfathomable power.",
												"{@b God:} Taking a position atop the divine pyramid, gods command near unlimited power and resources. Their mortal congregations are large and (usually) well funded.",
												"{@b Demigod:} Demigods still possess a great deal of power, though often in subservience to another god or simply inferior to the power of a full god.",
												"{@b Quasi Deity:} The weakest rank of divinity, many quasi deities are recently ascended mortals who attained their deific powers through ritual apotheosis, or planar natives who have amassed divine power of their own."
											]
										},
										{
											"type": "pf2-h4",
											"source": "GMG",
											"page": 128,
											"name": "Divine Statistics",
											"entries": [
												"In Pathfinder, deities are not only a narrative element of the world, but also a mechanical component of some classes.",
												"{@b Alignment:} A deity's alignment reflects their innate moral and ethical outlook. In the Lost Omens setting, most deities maintain realms tied to the Outer Plane that matches their alignment.",
												"{@b Areas of Concern:} Each deity has one or more areas of concern they have divine influence over. These portfolios typically embrace universal concepts, such as honor, night, or tranquility. Deities with similar areas of concern may work in common cause or against each other, depending on their goals and divine rank.",
												"{@b Edicts:} Every deity has edicts, which are those tenets they require their faithful\u2014especially divinely empowered clergy like champions and clerics\u2014to promote in the world. A deity usually has one to three simple and straightforward edicts.",
												"{@b Anathema:} The opposite of edicts, anathema are those things a deity will not abide. Champions and clerics must avoid their deity's anathema or risk losing their divine powers, and even lay worshippers usually feel guilty for performing such acts, as they will be weighed against them in the afterlife. Like edicts, a deity usually has two to three simple and straightforward elements to their anathema.",
												"{@b Follower Alignments:} Champions and clerics can gain power from deities only if they share a compatible moral disposition. Usually these allowed alignments are chosen from those within one step of the deity's alignments, with NG, LN, CN, or NE deities rarely allowing N champions and clerics. Less restrictive deities are rarer and occur most often when the deity has multiple aspects or a particularly wide view of things."
											]
										},
										{
											"type": "pf2-h4",
											"source": "GMG",
											"page": 128,
											"name": "Devotee Benefits",
											"entries": [
												"Deities grant favored status and special power to the most fervent and influential of their flock.",
												"{@b Divine Font:} Clerics channel a deity's divine power as a font of negative or positive energy. Most often, good-aligned deities grant {@i heal} while evil deities grant {@i harm}, with neutral deities most often offering a choice between the two. However, there's nothing inherently good about positive energy or evil about negative energy, so a specific deity's divine font may vary based on their areas of concern.",
												"{@b Divine Skill:} Champions and clerics automatically gain the trained proficiency rank in their deity's divine skill. Assign the deity one skill that synergizes well with their areas of concern. For example, {@skill Intimidation} would be appropriate for a god of tyranny, or {@skill Deception} for a goddess of trickery.",
												"{@b Favored Weapon:} Clerics gain access to their deity's favored weapon as well as the trained proficiency rank with it; warpriest clerics gain additional benefits. Every deity has a favored weapon. Because the benefits of having an advanced favored weapon are very strong, you should assign simple or martial favored weapons unless a deity is so thematically linked with an advanced weapon that you need to give them one.",
												"{@b Domains:} Each deity grants a number of domains that reflect their divine areas of concern. Champions and clerics can learn the domain spells from their deity's domains. Pathfinder's deities each have four domains, and many have one or more alternative domains. Though this number is usually enough to convey a deity's portfolio and give players sufficient options, you can give your deities as many domains as you like.",
												"{@b Cleric Spells:} When preparing spells, clerics can choose from specific spells granted by the deity, in addition to those available on the divine spell list. A deity always grants a 1st-level spell and usually two others, all chosen from non-divine spell lists. The exact number of spells a deity grants can vary\u2014a magic-focused deity might grant one spell per level\u2014though this shouldn't exceed one spell per level."
											]
										}
									]
								}
							]
						},
						{
							"type": "pf2-h2",
							"source": "GMG",
							"page": 128,
							"name": "Cosmology",
							"entries": [
								"An enduring curiosity among many cultures is to ask what wonders lie beyond the night sky. Does anyone gaze back from the moon above? What realms do the gods call home, and what is it like to walk in their divine presence? Is the mortal world at the center of the universe, or is all life utterly insignificant? Spiritual ponderings like these are central to belief systems across the globe. As a world builder, you get to answer those enduring questions by designing the multiverse in all its inexplicable grandeur.",
								"The following are some aspects of your cosmology you might consider, but as you decide these, you should also consider how many of these details are known in your world\u2014and by whom.",
								{
									"type": "pf2-h3",
									"source": "GMG",
									"page": 128,
									"name": "The Universe",
									"entries": [
										"The reality in which mortals live out their short existence is known to sages and scholars by many names\u2014the universe, the Material Plane, or the mortal realm, among others. The structure of the physical universe might follow any of the following models, or it might be something completely different.",
										"{@b Vast:} The universe is an unimaginably sparse void of infinite space, littered with stars, planets, and various bits of detritus.",
										"{@b Limited:} The physical universe in your campaign world may be smaller in scope yet far more fanciful.",
										"For example, in Hinduism, the cosmos is supported on the backs of four elephants, themselves standing upon the shell of a world-sized tortoise, whereas Norse cosmology describes nine worlds connected by an immense ash tree.",
										"{@b Bizarre:} Sometimes the universe is more complex than the previous two categories, or possibly nested within multiple realities. What if the universe the PCs first know is in fact a magical or mechanical simulation of such complexity that its inhabitants are unaware that they themselves exist as an artificial consciousness?"
									]
								},
								{
									"type": "pf2-h3",
									"source": "GMG",
									"page": 129,
									"name": "Composition of Outer Space",
									"entries": [
										"The spaces between the stars can also affect the stories told in that world.",
										"{@b Vacuum:} In conventional astronomy, outer space is an immense void existing in a near-perfect vacuum. In some settings\u2014including the Age of Lost Omens, where it is known as the Dark Tapestry\u2014the trackless firmament between the stars is an ominous expanse home only to terrible beings of incomprehensible malice.",
										"{@b Endless Sky:} What if the blue sky overhead extended outward forever? One need only fly high enough and far enough to reach another world.",
										"{@b Celestial Spheres:} The ancient Greeks posited that planets, stars, are more were embedded like jewels within celestial orbs of quintessence nested within one another."
									]
								},
								{
									"type": "pf2-h3",
									"source": "GMG",
									"page": 129,
									"name": "Solar System",
									"entries": [
										"What is the shape and structure of the solar system containing your game world? {@b Heliocentric:} Physics dictate that all planets in a system orbit the sun.",
										"{@b Geocentric:} What if your game world is in fact the center of the star system, or perhaps even the center of the known universe? {@b Dyson Sphere:} Perhaps a solar system has been enclosed in an artificial structure designed to harness the power of the sun."
									]
								},
								{
									"type": "pf2-h3",
									"source": "GMG",
									"page": 129,
									"name": "Planets and Moons",
									"entries": [
										"In antiquity, astronomers noticed that some of the twinkling lights in the night sky moved differently than the others. In time, these celestial wanderers would come to be known as planets, many with their own complement of orbiting moons. Are there other planets orbiting your world's sun? Are they terrestrial, gas giants, or something less common? How many moons are there? The characters may never venture there, but celestial bodies can have a strong influence on a culture and help you describe your world in an evocative and distinctive way."
									]
								},
								{
									"type": "pf2-h3",
									"source": "GMG",
									"page": 129,
									"name": "The Multiverse",
									"entries": [
										"In Pathfinder, the physical universe of your world is one plane within a much broader multiverse. The Planes, on page 136, details how planes work and the multiverse of the Age of Lost Omens, but you can fit planes to your story and world, or even build a new multiverse from scratch! Perhaps there are only two planes beyond the material universe, diametrically opposed and fighting over mortal souls, or the multiverse consists only of a series of infinite alternate realities. The options are truly infinite, limited only by your imagination and the story you want to tell."
									]
								}
							]
						}
					]
				},
				{
					"type": "pf2-h1",
					"blue": true,
					"source": "GMG",
					"page": 130,
					"name": "Nations",
					"entries": [
						"Nations vary tremendously, from massive empires to isolated island realms, and their characteristics can give flavor and depth to your story and the PCs' adventures. An encounter in shadowy Nidal, where allegiance to Zon-Kuthon has literally blocked the sun from the sky, is going to have a very different tone than one in sun-drenched Thuvia. A nation working to overcome generations of xenophobia, like Kyonin, might have a different reaction to adventurers than a long-established empire like Taldor. A journey into a new nation can introduce the heroes to a new people (if the party visits the hobgoblin nation of Oprak), a new philosophy (such as the materialistic Prophecies of Kalistrade in Druma), or a new foe (as visitors to the undead-ridden Gravelands will certainly learn)",
						"Nations can also provide adventuring inspiration and hooks. When the heroes are caught in the crossfire between two nations in conflict, national concerns become their own. Learning more about a nation's history or practices might lead to a great finding\u2014or a loathsome practice the characters want to eradicate. A party might get involved in the political machinations of a nation's elite power mongers, or they might fall out of favor and find themselves on the run from the law! Nations also influence a character's story on a personal level. A nation can suggest a character's ancestry, inform the languages they speak, and influence their choice of deity. As a GM, the relationship between a character and a nation can provide opportunities to better hook that character into your campaign. Has the character always lived there, or have they emigrated from elsewhere\u2014and why? A character who fled due to political persecution might have long-standing enemies, while a hero who left due to ideological differences might have friends and family who seek to return them to the fold.",
						{
							"type": "pf2-h2",
							"source": "GMG",
							"page": 130,
							"name": "Nation Stat Block",
							"entries": [
								"The stat block for a nation presents the core information about a nation in a simple, streamlined format.",
								{
									"type": "pf2-h3",
									"source": "GMG",
									"page": 131,
									"name": "Nations of Lost Omens",
									"entries": [
										"Presented below are stat blocks for two nations from the Lost Omens Campaign Setting. You can use these as examples when building your own nation stat blocks."
									]
								}
							]
						}
					]
				},
				{
					"type": "pf2-h1",
					"blue": true,
					"source": "GMG",
					"page": 132,
					"name": "Settlements",
					"entries": [
						"For some players, a settlement may be nothing more than a convenient place to purchase gear and sell loot.",
						"For others, a settlement might be a beloved home they're willing to risk everything to protect. And sometimes, an entire campaign takes place entirely within the walls of a single city.",
						{
							"type": "pf2-h2",
							"source": "GMG",
							"page": 132,
							"name": "Settlements in a Game",
							"entries": [
								"Given the variety of roles a settlement can play in an adventure, a Game Master should have a firm understanding of how they work in the game and how to best use them. Virtually every settlement uses the rules for urban environments presented starting on page 514 of the {@i Pathfinder Core Rulebook}. Those rules are primarily intended for encounter mode, however, and so the following guidance can help you best use a settlement in the broader narrative of your game.",
								{
									"type": "pf2-h3",
									"source": "GMG",
									"page": 132,
									"name": "Settlement Adventures",
									"entries": [
										"Designing adventures in a settlement generally follows the guidelines presented in Adventure Design on page 40.",
										"However, a settlement's greater population density also allows for a number of adventure styles and elements that aren't as common beyond the city walls.",
										"Social encounters are one of the most common interactions within a settlement, starting with the guards at the city gates all the way to an audience with the queen. The influence and reputation subsystems (pages 151 and 164, respectively) can facilitate these interactions in a more structured way. Chase scenes, using the rules starting on page 156, are an iconic component of a settlement adventure, especially in a larger city, where dense buildings and a variety of structures make for an exciting series of obstacles. A settlement is also an ideal place for a party to conduct an infiltration (page 160)",
										"Since most libraries, archives, and similar repositories of information are located within settlements, you might make use of the research rules (page 154). Ambitious characters might want to build up their own organizations using the leadership subsystem (page 168)",
										{
											"type": "pf2-h4",
											"source": "GMG",
											"page": 132,
											"name": "Modes of Play",
											"entries": [
												"Just like in other adventure locations, all three modes of play can happen in settlements. Since a settlement presents far more opportunities for noncombat activities than most other environments, characters likely spend most of their time in exploration mode. Downtime almost exclusively takes place within a settlement."
											]
										}
									]
								},
								{
									"type": "pf2-h3",
									"source": "GMG",
									"page": 132,
									"name": "Marketplaces",
									"entries": [
										"Where there are people, there is commerce. The Buying and Selling section on page 24 provides several sets of guidelines for handling commerce in your game, but it can also be {@condition helpful} to have a sense of what items and economic power a given settlement has on its own merits.",
										"In a given settlement, a character can usually purchase any common item (including formulas, alchemical items, and magic items) that is of the same or lower level than the settlement's. Usually, fewer of the highest-level items are available\u2014you can use Table 10\u20139: Party Treasure by Level on page 509 of the {@i Core Rulebook} as a guideline for how many of the highest-level items might be available, using the Permanent Items and Consumables entries for a level 1 lower than the settlement's actual level. Inhabitants of a settlement can usually purchase items from PCs as long as those items are the same or lower level than the settlement, with limitations on higher-level items similar to those available for sale. If a settlement's population is significantly smaller than its level would suggest, its ability to provide and purchase items may be more limited.",
										"If a character's level is higher than the settlement's, that character can usually use their own influence and leverage to acquire higher-level items, as they convince shops to place specialty orders or artisans to craft custom goods, though it might take a bit of time for such orders to be fulfilled.",
										"Spellcasting services are available in many settlements. Barring a powerful spellcasting NPC in the city with whom the party could negotiate for services, a character can find someone to cast common spells up to a level that could be cast by an NPC of the settlement's level. For example, a character in a 9th-level city can typically find and pay someone to cast a 5th-level common spell\u2014the highest spell available to a 9th-level spellcaster.",
										"Some settlements have access to uncommon items, formulas, and spells. If a settlement could reasonably be considered to meet the Access entry for an item or spell, that item or spell is available just like any common item.",
										"For example, the dwarven settlement of Kraggodan has plenty of dwarf weapons available."
									]
								},
								{
									"type": "pf2-h3",
									"source": "GMG",
									"page": 132,
									"name": "Power Structures",
									"entries": [
										"Outside of city limits, adventurers spend much of their time operating on their own terms, accountable only to their own moral code. But in a settlement, the heroes become part of a larger system with its own codified laws, procedures, and enforcement. The details of a settlement's power structures shape the party's interactions within that settlement.",
										{
											"type": "pf2-h4",
											"source": "GMG",
											"page": 133,
											"name": "Government",
											"entries": [
												"The government of a settlement often reflects the nature of that settlement. A lawful, militaristic city likely has a hierarchical government with a single figure at the top, a crossroads market town might be under the control of its wealthiest merchant families, and a farming community might simply look to the oldest residents for leadership as necessary.",
												"That said, the lawful and publicly recognized ruler of a settlement isn't always the one calling the shots. They may merely be a puppet to a secret entity that silently pulls the strings from the shadows. Some settlements are ruled by {@condition hidden} cabals, from strange religious sects to thieves' guilds. A settlement might be swayed by politically powerful residents, such an occult vizier or a political savvy high priest. In some cases, the legitimate authority may seem to govern but has actually been replaced by a faceless stalker, a devil in disguise, or another powerful shapechanger."
											]
										},
										{
											"type": "pf2-h4",
											"source": "GMG",
											"page": 133,
											"name": "Legal Codes",
											"entries": [
												"Most civilizations agree that laws are necessary to ensure a functioning society. The specific laws range from one settlement to another, and they might be as simple as a prohibition against murder and theft to exceptionally convoluted regulatory schemes dictating everything from clothing details to available confections. How well known these laws are can further flavor a party's interactions with that settlement, as it's likely easier to navigate a well-documented system than one in which the rules are learned only through experience and word of mouth.",
												"Much like a government, the legal codes reflect the settlement's alignment and overall nature. Generally speaking, a more lawful settlement is likely to have more complex laws, and a more lax locale to have fewer and simpler laws."
											]
										},
										{
											"type": "pf2-h4",
											"source": "GMG",
											"page": 133,
											"name": "Law Enforcement",
											"entries": [
												"Most settlements have systems in place to enforce their laws. In a small village, the residents might just police themselves, holding one another accountable to their shared values. Towns and larger settlements usually have some system of guards, whether that's a post filled by a rotation of volunteers or a city guard of professionals paid by the city's government to maintain order. Most settlements have some way of dealing with criminals, from fines to public stocks to prison cells, as well as individuals responsible for meting out those sentences."
											]
										},
										{
											"type": "pf2-h4",
											"source": "GMG",
											"page": 133,
											"name": "Organizations, Churches, and Factions",
											"entries": [
												"The government isn't the only influential factor in a settlement. Prestigious organizations, prominent churches, and specialized factions all wield power as well, often in conflict with the official government or one another.",
												"Religious congregations usually wield significant power in communities where faith is strong. A wizard, sorcerer, or bard of even moderate magical talent would be a rare and influential member of society in a small settlement.",
												"An organization can wield overt influence over the community where they're based, or subtle control, as the Pathfinder Society does in Absalom. Other notable factions may include noble houses, wealthy merchants, innkeepers, and retired soldiers and adventurers."
											]
										},
										{
											"type": "pf2-h4",
											"source": "GMG",
											"page": 134,
											"name": "Corruption",
											"entries": [
												"In any settlement, it's possible for officials to put their own interests before those of the people they serve.",
												"Corruption might be as simple as a clerk willing to accept a bribe to expedite some paperwork, or it might be as sinister as selling civilians into slavery."
											]
										}
									]
								},
								{
									"type": "pf2-brown-box",
									"source": "GMG",
									"page": 134,
									"name": "COMMON NPCS",
									"entries": [
										"Several categories of NPCs are quite common in settlements, if not exclusive to them. The following sections from the NPC Gallery of this book provide statistics and additional useful information for running settlements.",
										{
											"type": "list",
											"items": [
												"{@b Courtiers} (page 206) The upper crust of society is most common in larger settlements.",
												"{@b Magistrates} (page 224) These public officials create and implement the law.",
												"{@b Officers} (page 232) Officers are responsible for enforcing the law in a settlement.",
												"{@b Performers} (page 236) Performers are most common in settlements, where there are large audiences.",
												"{@b Publicans} (page 238) Nearly every settlement has at least one gathering place and its regulars.",
												"{@b Scholars} (page 240) Most repositories of lore are located within settlements.",
												"{@b Tradespeople} (page 244) Tradespeople provide the skilled labor that keeps a town supplied and running."
											]
										}
									]
								}
							]
						},
						{
							"type": "pf2-h2",
							"source": "GMG",
							"page": 134,
							"name": "Settlement Stat Block",
							"entries": [
								"A settlement's stat block consolidates the basic information about a settlement into a centralized format.",
								{
									"type": "pf2-h3",
									"source": "GMG",
									"page": 134,
									"name": "Sample Settlement Abilities",
									"entries": [
										"Here are some common settlement abilities you can use to customize a settlement of your own creation.",
										"{@b Artists' Haven:} Residents of this city have a deep appreciation for fine art. It's easier to find higher-level tasks involving {@skill Performance} or art, as well as buyers willing to pay more for art objects.",
										"{@b City of Artisans:} Items of up to 4 levels higher are available from a particular category the settlement is famous for, such as armor and weapons.",
										"{@b Magical Academy:} The settlement prides itself on teaching magic, and its residents are skilled at teaching others. Choose a magical tradition or traditions suitable to your settlement. When a PC pays an NPC to teach them a new spell of that tradition in the settlement, the NPC assists the process and provides an additional +2 circumstance bonus to the check to Learn the Spell.",
										"{@b Religious Bias:} This settlement has a strong affiliation with a particular religion. Anyone who is visibly a worshipper of that deity gains a +1 circumstance bonus to {@skill Diplomacy} checks to Make an Impression, Request, and Gather Information. Characters who visibly worship one of that deity's foes take a \u20131 circumstance penalty to the same actions.",
										"{@b Scholarly:} An abundance of public libraries or other accessible places of learning within this settlement means that with 1d4 hours, a character can access a scholarly journal on a relevant common subject (Core Rulebook 291) before attempting to Recall Knowledge."
									]
								},
								{
									"type": "pf2-h3",
									"source": "GMG",
									"page": 135,
									"name": "Changing a Settlement",
									"entries": [
										"Sometimes the characters spend a long period of time in a single settlement. Perhaps it's their home base, where they spend their downtime between adventures, or perhaps the entire adventure takes place there. In these cases, you might find you need to update your settlement stat block as it changes over time.",
										"Several elements of the settlement stat block are simple to update; you change the population as it grows or shrinks, and you change the leaders on your stat block as different people move between those positions. But you also might make changes that reflect the results of the PCs' adventures. If the heroes eliminated a major threat facing the settlement, you should remove that threat from the stat block\u2014but if they drew the wrath of a new foe in doing so, you might add that new threat! You can also update the stat block's abilities, should the PCs' actions have that large an influence on the city. For example, if the party (using the leadership subsystem on page 168) built up a wizard school focused on crafting magical items, you might add an ability to the settlement stat block that increased the availability of magic items in the settlement's markets."
									]
								},
								{
									"type": "pf2-h3",
									"source": "GMG",
									"page": 135,
									"name": "Settlements of Lost Omens"
								}
							]
						}
					]
				},
				{
					"type": "pf2-h1",
					"blue": true,
					"source": "GMG",
					"page": 136,
					"name": "The Planes",
					"entries": [
						"Exploring the planes offers several opportunities for high adventure, as well chances to discover the secrets of creation.",
						{
							"type": "pf2-h2",
							"source": "GMG",
							"page": 136,
							"name": "Planar Traits",
							"entries": [
								"Each plane, dimension, and demiplane has its own properties and attributes. Planar traits can be {@condition broken} down into six categories: alignment, scope, gravity, time, morphic, and planar essence. Combined, those traits describe the laws and makeup of the plane. These appear in the plane's traits entry, though any trait that matches the Material Plane (described in the Normal entry in each section below) is omitted.",
								{
									"type": "pf2-h3",
									"source": "GMG",
									"page": 136,
									"name": "Enhanced and Impeded Magic",
									"entries": [
										"Some planes enhance certain magic and impede opposing effects. A plane that enhances a particular type of magic grants anyone {@action Cast a Spell||Casting a Spell} with that trait a +1 circumstance bonus to their spell DC or spell attack roll with that spell. Impeded magic means a character who {@action Cast a Spell||Casts a Spell} or Activates an Item with the specified trait must succeed at a DC {@flatDC 6} flat check or lose the spell or activation."
									]
								},
								{
									"type": "pf2-h3",
									"source": "GMG",
									"page": 136,
									"name": "Alignment Trait",
									"entries": [
										"Certain planes, particularly in the Outer Sphere, are attuned to an alignment. Most inhabitants share that alignment\u2014even powerful creatures such as deities. Planes with the neutral alignment trait are more often a mix of alignments than strongly neutral, and planes with no alignment affinity simply don't have an alignment trait, rather than being neutral. Alignments are given as an abbreviation ({@i Pathfinder Bestiary} 345), which appears first in the plane's list of traits.",
										"Spells that share any of the plane's alignment traits are enhanced, and those with opposing traits are impeded. For instance, in the chaotic evil Abyss, chaotic and evil spells are enhanced, and lawful and good spells are impeded."
									]
								},
								{
									"type": "pf2-h3",
									"source": "GMG",
									"page": 136,
									"name": "Scope Trait",
									"entries": [
										"Most planes are immeasurable, so immense they are impossible to quantify. Which immeasurable planes, if any, are infinite is a subject of debate among philosophers and scholars alike. Since so many planes are immeasurable, those planes omit a scope trait. Otherwise, the plane likely has either the {@trait finite} or {@trait unbounded} trait.",
										"{@b Finite:} Finite planes consist of a limited amount of space.",
										"{@b Immeasurable:} Immeasurable planes are immeasurably large, perhaps infinite.",
										"{@b Unbounded:} Unbounded planes loop back on themselves when a creature reaches the plane's \"edge.\""
									]
								},
								{
									"type": "pf2-h3",
									"source": "GMG",
									"page": 136,
									"name": "Gravity Traits",
									"entries": [
										"Many planes have unusual gravity.",
										"{@b Normal:} Bodies of great mass are the centers of gravity, and objects fall toward those centers with a measured amount of force relative to the size of the body.",
										"{@b High Gravity:} As in normal gravity, bodies of great mass act as centers of gravity, but the force relative to the size of the body is greater than on the Material Plane. The Bulk of all creatures and objects is doubled, meaning creatures acclimated to normal gravity can carry only half as much. Creatures used to normal gravity move at half Speed and can jump only half as high and far. Physical ranged attacks are impossible beyond the third range increment (instead of the sixth). Creatures that fall in high gravity take bludgeoning damage equal to the distance they fell.",
										"{@b Low Gravity:} As in normal gravity, bodies of great mass act as centers of gravity, but the force relative to the size of the body is less than on the Material Plane. The Bulk of all creatures and objects is halved, meaning creatures acclimated to normal gravity can carry twice as much and jump twice as high and far. Physical ranged attacks are possible up to the twelfth range increment (instead of the sixth). Creatures that fall in low gravity take no damage for the first 10 feet of a fall, and then take bludgeoning damage equal to a quarter of the remaining distance it fell.",
										"{@b Microgravity:} There is little to no gravity on this plane. Creatures float in space unless they can push off a surface or use some force to propel themselves throughout the plane.",
										"{@b Strange Gravity:} All bodies of mass are centers of gravity with roughly the same force. A creature can stand on any solid objects that is as large as or larger than themself.",
										"{@b Subjective Gravity:} All bodies of mass can be centers of gravity with the same force, but only if a non-mindless creature wills it. Unattended items, objects, and mindless creatures treat the plane as having microgravity. Creatures on a plane with subjective gravity can move normally along a solid surface by imagining \"down\" near their feet. Designating this downward direction is a free action that has the concentration trait. If suspended in midair, a creature can replicate flight by choosing a \"down\" direction and falling in that direction, moving up to their Speed or fly Speed. This pseudo-flight uses the {@action Fly} action."
									]
								},
								{
									"type": "pf2-h3",
									"source": "GMG",
									"page": 137,
									"name": "Time Traits",
									"entries": [
										"Time flows differently on many planes.",
										"{@b Normal:} Time passes the same way it does on the Material Plane. One hour on a plane with normal time equals 1 hour on the Material Plane.",
										"{@b Erratic:} Time slows down and speeds up, so an individual may lose or gain time as they move between planes. When a creature moves from a plane with erratic time to one with normal time, roll a DC {@flatDC 11} flat check. Creatures that leave an erratic time plane together share the same result.",
										{
											"type": "successDegree",
											"entries": {
												"Success": "Time passed normally on the erratic time plane.",
												"Failure": "For each hour spent on the erratic time plane, 1 day passed on the normal time plane.",
												"Critical Failure": "For each round spent on the erratic time plane, 1 day passed on the normal time plane."
											}
										},
										"{@b Flowing:} The flow of time is consistently faster or slower.",
										"A creature may travel to one of these planes, spend a year there, and find that only an hour passed on the Material Plane; alternatively, they might spend a minute on this plane and find out an hour passed on the Material Plane.",
										"{@b Timeless:} Time still passes, but the effects of time are diminished. Creatures on these planes don't feel hunger, thirst, or the effects of aging or natural healing. The effects of poison, diseases, and other kinds of healing may also be diminished on certain timeless planes. Spell energy and other effects still dissipate, so the durations of spells and other effects function as normal. The danger of this trait is that when a creature leaves a timeless plane and enters a plane with another {@trait time} trait, the effects of hunger, thirst, aging, and other effects slowed or arrested by the {@trait timeless} trait occur retroactively in the instant of transition, possibly causing the creature to immediately starve or die of old age."
									]
								},
								{
									"type": "pf2-h3",
									"source": "GMG",
									"page": 137,
									"name": "Morphic Traits",
									"entries": [
										"This trait describes how easily the physical nature of the plane can be changed. The Material Plane is the norm, but other planes can warp through the plane's own sentient designs or be manipulated by extremely powerful creatures.",
										"{@b Normal:} Objects remain where they are (and what they are) unless affected by physical force or magic. Creatures can change the immediate environment as a result of tangible effort, such as by digging a hole.",
										"{@b Metamorphic:} Things change by means other than physical force or magic. Sometimes spells have morphic effects. Other times, the plane's nature is under the control of a deity or power, or the plane simply changes at random.",
										"{@b Sentient:} The plane changes based on its own whims.",
										"{@b Static:} Visitors can't affect living residents of the plane or objects the denizens carry in any way. Any spells that would affect those on the plane have no effect unless the {@trait static} trait is somehow removed or suppressed."
									]
								},
								{
									"type": "pf2-h3",
									"source": "GMG",
									"page": 137,
									"name": "Planar Essence Traits",
									"entries": [
										"Planar essence traits describe a plane's fundamental nature. For example, many of the Inner Sphere's planes are infused with an element or energy, each of which affects magic on those planes, and the Shadow Plane is awash with shadow. Outer Planes are fundamentally made up of quintessence, a philosophically aligned material with infinite potential for shape and state that conforms to powerful and prevailing beliefs.",
										"{@b Air:} Planes with this trait consist mostly of open spaces and air of various levels of turbulence, though they also contain rare islands of floating stone and other elements and energies. Air planes usually have breathable atmospheres, though they may include clouds of acidic or toxic gas. Air magic is enhanced, and earth magic is impeded. Earth creatures often find themselves at a disadvantage within air planes, which tend to at least make them uncomfortable, as there is little solid ground for them to gain their bearings.",
										"{@b Earth:} These planes are mostly solid. Travelers arriving upon an earth plane risk suffocation if they don't reach a cavern or some other air pocket within the plane's solid matter. Creatures who can't burrow are entombed in the plane's substance and must attempt to dig their way toward an air pocket. Earth magic is enhanced, and air magic is impeded. Air creatures are ill at ease, as they rarely have the space to move freely through even the most lofty warrens.",
										"{@b Fire:} Planes with this trait are composed of flames that continually burn with no fuel source. Fire planes are extremely {@condition hostile} to non-fire creatures.",
										"Unprotected wood, paper, cloth, and other flammable materials catch fire almost immediately, and creatures wearing unprotected flammable clothing catch fire, typically taking {@damage 1d6} {@condition persistent damage||persistent fire damage}. Extraplanar creatures take moderate environmental fire damage at the end of each round (sometimes minor environmental damage in safer areas, or major or massive damage in even more fiery areas). Fire magic is enhanced, and cold and water magic are impeded. Water creatures are extremely uncomfortable on a fire plane, and any natural resistance they have against fire doesn't function against this environmental fire damage.",
										"{@b Water:} These planes are mostly liquid. Visitors who can't breathe water or reach an air pocket likely drown. Water magic is enhanced, and fire magic is impeded. Creatures with a weakness to water take damage equal to double their weakness at the end of each round.",
										"{@b Negative:} Planes with this trait are vast, empty reaches that suck the life from the living. They tend to be lonely, haunted planes, {@condition drained} of color and filled with winds carrying the moans of those who died within them. At the end of each round, a living creature takes at least minor negative environmental damage. In the strongest areas of a negative plane, they could take moderate or even major negative damage at the end of each round. This damage has the {@trait death} trait, and if a living creature is reduced to 0 Hit Points by this negative damage and killed, it crumbles into ash and can become a wraith ({@i Bestiary} 335). Negative magic is enhanced, and positive magic is impeded.",
										"{@b Positive:} These planes are awash with life energy. Colors are brighter, fires are hotter, noises are louder, and sensations are more intense. At the end of each round, an undead creature takes at least minor positive environmental damage. In the strongest areas of a positive plane, they could take moderate or even major positive damage at the end of each round. While this might seem safe for living creatures, positive planes present a different danger. Living creatures regain an amount of HP each round equal to the environmental damage undead take in the same area. If this would bring the living creature above their maximum HP, any excess becomes temporary HP. Unlike normal, these temporary HP combine with each other, and they last until the creature leaves the plane. If a creature's temporary HP from a positive plane ever exceeds its maximum HP, it explodes in a burst of overloaded positive energy, spreading across the area to birth new souls. Positive magic is enhanced, and negative magic is impeded.",
										"{@b Shadow:} Planes with this trait are umbral with murky light. On a shadow plane, the radius of all light from light sources and the areas of {@spell light} spells are halved. Darkness and shadow magic are enhanced, and light magic is impeded."
									]
								}
							]
						},
						{
							"type": "pf2-h2",
							"source": "GMG",
							"page": 138,
							"name": "Planar Stat Blocks",
							"entries": [
								"Each of the planes listed in the following pages includes a short stat block of key information. The plane's type\u2014whether it is a plane, dimension, or demiplane\u2014appears in the stat block's heading, followed by the traits that define that plane. The following entries also provide important information about each plane.",
								"{@b Category:} This indicates whether the plane is an Inner Plane, Outer Plane, Transitive Plane, or dimension.",
								"{@b Divinities:} A list of all of the deities, demigods, and other powers that call this realm their home.",
								"{@b Native Inhabitants:} A sample of typical inhabitants of the plane. Also listed are the plane's petitioners, the souls of dead mortals who have been judged and sent on to whichever plane reflects the life they led. More information on petitioners can be found in {@i Pathfinder Bestiary 2}",
								{
									"type": "pf2-h3",
									"source": "GMG",
									"page": 138,
									"name": "Inner Sphere Planes",
									"entries": [
										"The planes of the Inner Sphere form the heart of the cosmos. They are the home of mortal life, the focus of divine attention, the source of mortal souls, and the origin point of the great cycle of quintessence that fuels the motions and stability of reality itself. Arranged in a nested series of shells, like layers of an onion, the planes of the Inner Sphere include, from outer to inner: the Elemental Planes of Fire, Earth, Water, and Air; the universe of the Material Plane; and at the very core of this cosmological ensemble, the raw forces of creation and destruction of the Positive and Negative Energy Planes."
									]
								},
								{
									"type": "pf2-h3",
									"source": "GMG",
									"page": 140,
									"name": "Transitive Planes",
									"entries": [
										"At a minimum, each Transitive Plane coexists with one or more other planes, a relationship oversimplified by stating that Transitive Planes are just used to get from one plane to another. The mists of the Ethereal Plane overlap the planes of the Inner Sphere, while the Astral Plane borders every other plane in existence like the backstage of the cosmos.",
										"Bright and dark mirrors of the Material Plane, the First World and Shadow Plane overlap the mortal world, albeit often in bizarre ways such that a short distance in one might be a vast gulf in the other. The daring, wise, or desperate can utilize these planes to bypass barriers in the Material Plane or rapidly cross vast distances through much swifter travel."
									]
								},
								{
									"type": "pf2-h3",
									"source": "GMG",
									"page": 141,
									"name": "Outer Sphere Planes",
									"entries": [
										"The planes of the Outer Sphere are the manifest realms of alignment: chaos, evil, good, law, neutrality, and their admixtures, populated by celestials, fiends, monitors, and others who promote these moral concepts. These planes are the backdrop upon which the mortal afterlife reaches its apparent conclusion, and the end destination of the River of Souls. The Outer Planes are regions of stability adrift in the raw, chaotic quintessence of the primordial Maelstrom, its tides forever gnawing at their edges even as mortal souls sustain them. The Abyss manifests as cracks in the Outer Sphere's fabric, while rising from the metropolitan Axis is the Boneyard's spire, the location where mortal souls are judged and then sent to their final destinations, be they reward, suffering, or oblivion. The Outer Planes are places of majesty, wonder, terror, and danger outstripping anything mortal adventurers might encounter anywhere else."
									]
								},
								{
									"type": "pf2-h3",
									"source": "GMG",
									"page": 144,
									"name": "Dimensions",
									"entries": [
										"Existing in the metaphorical space between the Transitive Planes and smaller, finite demiplanes, dimensions are a category unto themselves, defying the neat categorization of planar scholars and adventurers. Seemingly infinite in scale, not necessarily spatial in the same way as a plane, and overlaying every other plane at once\u2014including one another\u2014dimensions and planes are most significantly differentiated in how each of them breaks the commonly held rules of the other. Although some scholars include other extraplanar realms within the ranks of dimensions, only two such realms are uniformly agreed upon and classified as such. The Dreamlands, also known as the Dimension of Dreams, is readily accessed by mortal dreamers, while the Dimension of Time is notorious for the near impossibility of accessing it as well as the bizarre, often deadly restrictions upon travel to and within its bounds."
									]
								}
							]
						},
						{
							"type": "pf2-h2",
							"source": "GMG",
							"page": 145,
							"name": "Demiplanes",
							"entries": [
								"Demiplanes are much smaller and more limited than planes or dimensions, and they come into being more easily. They may arise naturally where the raw chaos of the Maelstrom churns at the border of the Astral, crystallize around shed memories of dead mortals on their way to judgment, or coalesce within the mists of the Ethereal set into motion by the forces of the Positive and Negative Energy Planes. They can also be crafted by will and powerful magic to suit their designers' whims. Almost innumerable, each is distinctly finite, with their own nature and rules set at their creation.",
								"Desna's demiplanar realm of Cynosure exists as Golarion's literal north star, silently visible in the night skies, hosting her servitors and petitioners in her divine realm at its heart. Other demiplanes are crafted by mortals, such as the Refuge of Nex, created by the titular archmage seeking respite and solitude, and the Hao-Jin Tapestry, a demiplane stocked with its creator's collection and accessed through a literal tapestry artifact she fashioned as its entrance.",
								"Created not by gods or mortals, the Akashic Record is a demiplane thought to exist deep within the Astral as a repository of the collective knowledge and memories of the cosmos, secure and unchanging, but so difficult to access that most doubt its very existence. Other demiplanes serve darker purposes and are perhaps best left forgotten, though their mysteries often tempt the ignorant, the foolish, and the desperate. The Prison of the Laughing Fiend serves to bottle its enigmatic and godlike occupant, Tegresin the Laughing Fiend, bound by nameless divinities whose nature and reason changes with each telling of the story, while the Dead Vault was crafted at Golarion's core by the gods themselves to forever bottle Rovagug the Rough Beast, lest he escape and devour all existence."
							]
						}
					]
				}
			]
		},
		{
			"type": "pf2-h1",
			"blue": true,
			"source": "GMG",
			"page": 147,
			"name": "Chapter 3: Subsystems",
			"entries": [
				{
					"type": "pf2-sidebar",
					"name": "COMBINING SUBSYSTEMS",
					"entries": [
						"Some of the subsystems in this chapter could interact in interesting ways when combined. For instance, the influence subsystem could be part of how you build up reputation, or a piece of the plan in an infiltration. Or you could have a hexploration chase with a rival adventuring group, encountering obstacles in each hex as you race for the prize\u2014while using vehicles to travel faster! Ultimately, it's up to you to decide how two combined subsystems should interact to tell your group's particular story, though a good rule of thumb is to have a backdrop subsystem that you're tracking on a longer term to which the shorter-term subsystem contributes."
					]
				},
				"Subsystems are a great way to add depth to aspects of your game that don't occur in combat but still have high stakes. This chapter begins with Victory Points, a structure that underlies much of the chapter, to help you build your own subsystems. Next are some of the most common subsystems you might need in your game, with advice on how to use and modify them. This chapter is organized into the following sections.",
				{
					"type": "list",
					"items": [
						"{@b Victory Points} (page 148) provides you a framework with which to build your own subsystems, detailing the fundamental structure that Pathfinder uses for its subsystems.",
						"{@b Influence} (page 151) gives rules for more in-depth social encounters involving influencing NPCs.",
						"{@b Research} (page 154) shows you how to build an interesting structure for scenes where PCs research information.",
						"{@b Chases} (page 156) are designed to represent the fast-paced feel of movie chase scenes.",
						"{@b Infiltration} (page 160) allows you to build infiltrations and heists where careful planning helps the PCs maintain an edge against their adversaries and pull off incredible capers.",
						"{@b Reputation} (page 164) breathes life into the world around the PCs, as various groups of NPCs react favorably or unfavorably to the PCs actions, and PCs' status with those groups changes.",
						"{@b Duels} (page 166) provides a simple architecture for one-on-one showdowns between adversaries.",
						"{@b Leadership} (page 168) allows PCs to attract people to a cause, giving them cohorts and organizations to look after.",
						"{@b Hexploration} (page 170) teaches you how to build exploration maps on a hexagonal grid to give your PCs the thrill of discovering secrets within uncharted or unfamiliar territory.",
						"{@b Vehicles} (page 174) allows you to run encounters involving vehicles and capitalize on their potential to help PCs explore on a larger scale and at a faster pace."
					]
				},
				{
					"type": "pf2-h2",
					"source": "GMG",
					"page": 147,
					"name": "Deciding to Use a Subsystem",
					"entries": [
						"When you have an exciting subsystem available, it can be tempting to use it anytime it can possibly come up (for instance, replacing every social scene with the influence subsystem). However, subsystems are most effective when used with intention.",
						"Subsystems are best when used for a component of the game that's meant to be at least a significant portion of a single session. Think about whether you want a different style of play than normal before you decide to use a subsystem, since that's what subsystems are best suited for. You should avoid using a particular subsystem if many members of your group don't like it, or if use of a subsystem during play devolves into the PCs making a series of rolls that don't contribute to telling an interesting story.",
						"It's important to leave enough time and mental energy to make the subsystem feel special and to bring all the components and elements of the subsystem to life in the game world. A subsystem stripped of all its life and story depth can become nothing more than a large number of die rolls, and the last thing you want is to lose the magic, especially with a subsystem the PCs enjoy. Sometimes, a simple check is the right way to handle the scene, and that's okay! The subsystems will be there when you need them to spice up an adventure or really dive deep into a particular element or scene."
					]
				},
				{
					"type": "pf2-h1",
					"blue": true,
					"source": "GMG",
					"page": 148,
					"name": "Victory Points",
					"entries": [
						"Victory Points (or VP) are a powerful tool in your GM arsenal, as they allow you to track the PCs' progress using a subsystem to go beyond the results of a single check. Victory Points are versatile; you could track and resolve them within a single encounter, or you could collect them over the course of an entire campaign to determine the ending of the story.",
						{
							"type": "pf2-h2",
							"source": "GMG",
							"page": 148,
							"name": "Naming Your Victory Points",
							"entries": [
								"It can be fun to rename your Victory Points, to better reflect the subsystem they track.",
								"The term \"Victory Points\" is unspecific, so you can create a name for your Victory Points that fits the theme of your adventure and helps the players feel more like they are taking part in the type of activity your subsystem represents. Examples of renamed VPs include Influence Points (page 151), Infiltration Points (page 160), Research Points (page 154), and Reputation Points (page 164). The name should be representative, and the PCs should understand what it refers to. You can leave off the word \"Points\" if you prefer, though this section often retains it while describing how Victory Points can be used."
							]
						},
						{
							"type": "pf2-h2",
							"source": "GMG",
							"page": 148,
							"name": "Victory Point Subsystem Structures",
							"entries": [
								"There are a few common structures for tracking Victory Points that you might use for your new subsystem.",
								"You could come up with a structure based off one of the subsystems below, or you could create your own completely different structure if none of them match the way you're running your game. The most important thing is to consider how the PCs or their opposition gain or lose various forms of Victory Points.",
								{
									"type": "pf2-h3",
									"source": "GMG",
									"page": 148,
									"name": "Accumulating Victory Points",
									"entries": [
										"The most common structure is to accumulate Victory Points toward a total, either stopping after reaching a success threshold or collecting as many Victory Points as possible in a given time frame and then measuring the results against various thresholds. The influence subsystem on page 151 is a great example of this structure in action: each PC has a certain number of chances to influence various NPCs, and after reaching a particular threshold of Victory Points with an NPC, the PCs have convinced that NPC.",
										"In a variation of this structure, the PCs' adversaries can also accumulate Victory Points, giving the PCs a moving target\u2014either to reach the goal before the adversary or to have more Victory Points than the adversary at the end of a given time frame. This is a great structure for you to use in a situation where the PCs face opposition rather than having the PCs accumulate Victory Points while adversaries decrease the total, since it's dynamic and less at risk of resulting in a stalemate.",
										"You can track a subsystem at a larger scale, like over the course of an adventure or campaign, by granting the PCs Victory Points for achieving difficult goals or making particular decisions. Such subsystems usually ask the PCs to compare their accumulated Victory Points against several ranked tiers that each having varying results on the story. Typically these results become more positive for the PCs as they acquire more Victory Points, but sometimes succeeding too fully could have unintended consequences, like convincing the workers to support a rebellion so thoroughly that it riles up a mob. If you're making your own subsystem, you might not define these ranks in full, but just use your best guess at the end.",
										{
											"type": "pf2-h4",
											"source": "GMG",
											"page": 148,
											"name": "Accumulating Rolls",
											"entries": [
												"In cases where the PCs need to make checks to gain Victory Points, the amount they get for the degrees of success is up to you. The default scale detailed below works in most cases.",
												{
													"type": "successDegree",
													"entries": {
														"Critical Success": "The PCs gain 2 Victory Points.",
														"Success": "The PCs gain 1 Victory Point.",
														"Critical Failure": "The PCs lose 1 Victory Point."
													}
												},
												"This means that the result of a PC's check usually results in the party gaining either 1 or no Victory Points. However, specialized PCs have a solid chance of earning the party 2 Victory Points, and hare-brained schemes have a fair chance of losing the PCs 1 Victory Point."
											]
										}
									]
								},
								{
									"type": "pf2-h3",
									"source": "GMG",
									"page": 149,
									"name": "Diminishing Victory Points",
									"entries": [
										"Using this method, the PCs start with a certain number of Victory Points, and rather than accumulating them, they attempt to avoid losing them. Perhaps the PCs are trying to keep dragon eggs from cracking, or are otherwise attempting to minimize damage, loss, or danger. This variant is less common, but it's great at conveying the urgency of a situation as the PCs lose points. Sometimes it's necessary to add that sense of tension with this subsystem! Typically, when the PCs lose all their Victory Points, a negative event occurs.",
										"If they're on a timer, the final results might be better the more points they manage to keep before the time runs out.",
										{
											"type": "pf2-h4",
											"source": "GMG",
											"page": 149,
											"name": "Diminishing Rolls",
											"entries": [
												"Using this structure, the PCs typically lose Victory Points as a result of failed checks, though they can still lose them for making particularly poor decisions or behaving recklessly. Once again, you can use any scaling consequences that make sense, but the default degrees of success are as follows.",
												{
													"type": "successDegree",
													"entries": {
														"Critical Success": "If regaining ground is possible, the PCs gain 1 Victory Point. Otherwise, as success.",
														"Success": "The PCs avoid losing any Victory Points.",
														"Failure": "The PCs lose 1 Victory Point.",
														"Critical Failure": "The PCs lose 2 Victory Points."
													}
												}
											]
										}
									]
								},
								{
									"type": "pf2-h3",
									"source": "GMG",
									"page": 149,
									"name": "Multiple Point Subsystems",
									"entries": [
										"In a multiple point subsystem, you have more than one point system, each measuring something different. For example, in a long-distance race, the PCs and their opponents both try to gain their own Marathon Points, and whoever gets to 10 points first wins!",
										"Infiltration on page 160 offers a different example of a Victory Point subsystem with multiple types of points. PCs try to get a certain number of Infiltration Points to successfully infiltrate a location while avoiding giving Awareness Points to their enemies through failure.",
										"Consider combining the multiple points with a time factor, like in infiltrations, where the PCs automatically accrue Awareness Points over time at a slow rate."
									]
								}
							]
						},
						{
							"type": "pf2-h2",
							"source": "GMG",
							"page": 149,
							"name": "Obstacles and Dcs",
							"entries": [
								"When preparing your subsystem, think of the obstacles PCs might face or avenues they can exploit when engaging in your subsystem. Set some DCs for them in advance, using the normal system for setting DCs. Everything else, you can improvise on the spot. If you think your DCs will be higher overall, when you set the number of points needed, choose a value on the lower end (see Setting your Scale below)",
								"Think of some possibilities that are much easier and some that are harder. Who are your PCs opposing, and what weak points might that opposition have that the PCs could exploit? Set those DCs lower or make overcoming them grant more VP. PCs who do their research or come up with clever strategies should find it easier to overcome the challenge.",
								{
									"type": "pf2-brown-box",
									"source": "GMG",
									"page": 149,
									"name": "ENEMY VICTORY POINTS",
									"entries": [
										"In addition to giving both the PCs and enemies Victory Points, as mentioned on page 149, sometimes it makes more sense to have only the enemies gain or lose Victory Points instead of the PCs. Even though the NPCs are also taking actions, it's usually best to increase or reduce the enemy's Victory Points based on just the PCs' actions, since it maximizes the feeling of player agency. In some rare cases where the foes act directly against the PCs, you might have both PC and foe actions increase the foe's Victory Points.",
										"Implementing such a subsystem might mean flipping the normal rolls. For instance, if the PCs were trying to lower their enemies' Influence over a faction, a critical success by a PC would lower the Influence by 2, a success would lower the Influence by 1, and a critical failure might give the enemies something to exploit, raising their Influence by 1. This uses the same effects as an accumulating roll, but \"damages\" the enemies' VP instead of gaining VP for the PCs' side. While this is very similar mechanically to the PCs gaining VP, the thematic connection is much stronger for an intrigue-based story."
									]
								}
							]
						},
						{
							"type": "pf2-h2",
							"source": "GMG",
							"page": 149,
							"name": "Setting Your Scale",
							"entries": [
								"The number of points it takes to reach a goal will greatly affect how your subsystem feels during play. If you want the subsystem to be used for a single scene, such as one negotiation with a powerful NPC, set the number lower than if it's meant to take up most or all of a game session. The Table 3\u20131 (page 150) suggests possible values for your Victory Point scale. The \"adventure-wide\" scale is for subsystems that are part of a larger narrative, granting Victory Points when the PCs overcome entire encounters or dungeons, rather than as an encounter unfolds.",
								"This larger scale is intended for subsystems that take a lot of the party's focus. A subsystem that runs in the background during an adventure should use a smaller scale. This is usually the \"adventure-wide, sideline\" value. It could be even lower, such as if you have a dungeon-based adventure including several opportunities to interact with a kobold tribe to get some small benefits. Though they appear throughout the adventure, you would use a lower value because attaining the VP is a minor part of the story. In fact, you might choose not to use a VP subsystem at all.",
								"The table also lists numbers for one or more thresholds. These are the point values at which the PCs get a partial benefit (or, for a diminishing subsystem, take a drawback). You should grant partial benefits when the PCs reach a certain threshold or introduce twists to the subsystem to ensure they continue to feel engaged and rewarded over time.",
								{
									"type": "table",
									"source": "GMG",
									"page": 150,
									"name": "VICTORY POINT SCALES",
									"id": "3-1",
									"colStyles": [
										"",
										"text-center",
										"text-center"
									],
									"rows": [
										[
											"Duration of Challenge",
											"VP End Point",
											"VP Threshold"
										],
										[
											"Quick Encounter",
											"3-5",
											"\u2014"
										],
										[
											"Long Encounter",
											"7-10",
											"4"
										],
										[
											"Most of a session",
											"15-25",
											"5, 10, 15"
										],
										[
											"Adventure-wide, sideline",
											"15-20",
											"5, 10, 15"
										],
										[
											"Adventure-wide, forefront",
											"25-50",
											"10, 20, 30, 40"
										]
									]
								},
								"The values also depend on various factors. These might include the DCs, the number of chances the PCs get to gain Victory Points, and the flexibility of how the PCs can deploy themselves (for example, if PCs are all forced to try something they might not be trained in, it could cause critical failures). They might also include the amount of effort the PCs need to spend on tasks that don't directly earn Victory Points\u2014such as checks to Discover information about NPCs using the Influence subsystem. Keep all these in mind when deciding what end point you want to use."
							]
						},
						{
							"type": "pf2-h2",
							"source": "GMG",
							"page": 150,
							"name": "Running Your Subsystem",
							"entries": [
								"When running your new subsystem, be sure to keep the challenges fresh by using a variety of different skills and options to encourage creativity and cooperation, rather than just using the same check over and over again, where PCs can expect diminishing returns. You can also use timers to encourage each PC to participate or even create mechanics that directly encourage each PC to participate, like setting penalties for the same PC attempting checks repeatedly, or for two PCs attempting the same check.",
								"You can even have challenges that require all the PCs to participate. For instance, if the party's host is welcoming every guest individually, each PC might have to make an impression in their own way, or during infiltration, each PC might have to test their ability to {@action Impersonate} or {@action Sneak}. You'll likely find that some approaches should be automatic successes if they're well-suited to the task, or automatic failures for ideas that are likely impossible."
							]
						},
						{
							"type": "pf2-h2",
							"source": "GMG",
							"page": 150,
							"name": "Rewards",
							"entries": [
								"How you structure rewards for your subsystem depends greatly on its scope. A subsystem resolved in a single sitting usually gives accomplishment XP unless it is particularly demanding, in which case it could be considered a full-scale encounter. Meanwhile, subsystems that span over the course of multiple sessions or the entire campaign might generate accomplishment XP at meaningful milestones along the way. If you have a long-spanning subsystem that's fairly low profile and behind the scenes or is not success-oriented, such as a subsystem to track what type of ruler the PCs' patron will become based on the PCs' decisions, you might not give XP directly from the subsystem, since in that case \"success\" is undefined."
							]
						}
					]
				},
				{
					"type": "pf2-h1",
					"blue": true,
					"source": "GMG",
					"page": 151,
					"name": "Influence",
					"entries": [
						"Influence is a short-term subsystem wherein the PCs accumulate Influence Points during a social encounter with an NPC to represent their increasing influence.",
						"These encounters are a race against the clock to reach Influence Point thresholds in order to sway the NPC. It's perfect for a single social gathering\u2014whether it's a party, a treaty negotiation, or even an attempt to persuade various members of a panel of judges. Because of the variety of Influence skill options and the ability to use {@skill Perception} to uncover more information, every character has something important to contribute in the influence subsystem, as opposed to situations where only one character has {@skill Diplomacy}.",
						"The influence subsystem divides a social encounter into rounds, with the number of rounds representing the length of the social event. Rounds last any amount of time that you determine, depending on the needs of the narrative, though somewhere between 15 minutes and an hour is typical. During each round, each PC can act once to either Influence or Discover.",
						{
							"type": "data",
							"tag": "generic",
							"style": "book",
							"data": {
								"name": "Influence",
								"traits": [
									"concentrate",
									"linguistic"
								],
								"sections": [
									[
										[
											"You attempt to make a favorable impression on an NPC to convince the NPC to support your cause. Choose an NPC, and attempt a skill check to impress that NPC. The DC, and whether success is possible, depend on the NPC's preferences (typically found in the NPC's influence stat block).",
											{
												"type": "successDegree",
												"entries": {
													"Critical Success": "You gain 2 Influence Points with the chosen NPC.",
													"Success": "You gain 1 Influence Point with the chosen NPC.",
													"Failure": "You gain no Influence Points with the chosen NPC.",
													"Critical Failure": "You lose 1 Influence Point with the chosen NPC."
												}
											}
										]
									]
								]
							}
						},
						{
							"type": "data",
							"tag": "generic",
							"style": "book",
							"data": {
								"name": "Discover",
								"traits": [
									"concentrate",
									"secret"
								],
								"sections": [
									[
										[
											"You watch or study an NPC to learn more about that NPC's preferences. Choose an NPC and attempt a Perception check or an appropriate skill check determined by the GM. The DC is typically found in the NPC's influence stat block.",
											{
												"type": "successDegree",
												"entries": {
													"Critical Success": "Choose two of the options detailed in Success below; you can choose the same option twice to learn two pieces of information from the same category.",
													"Success": "Choose one of the following: You learn which skill that can Influence the NPC has the lowest DC (skipping any skills that you already know), one of the NPC's personal biases, one of the NPC's resistances, or one of the NPC's weaknesses.",
													"Failure": "You learn no information.",
													"Critical Failure": "Choose a piece of information to learn about, as success, but the information is incorrect. For instance, you might think the NPC is susceptible to flattery when actually the NPC is resistant to flattery."
												}
											}
										]
									]
								]
							}
						},
						{
							"type": "pf2-h2",
							"source": "GMG",
							"page": 152,
							"name": "Influence Stat Blocks",
							"entries": [
								"NPCs in the influence subsystem have little need for many of the statistics you'll find in an ordinary creature stat block. However, it might help you to prepare for the social encounter by creating an influence stat block for each prominent NPC. These are optional; if you can keep most information straight in your head, you might skip this step or just write down the first three categories to keep the numbers straight.",
								"Influence stat blocks are flexible and contain only the stats that you are essential to running the NPC during a social encounter, leaving the rest out. The main stats that matter are the NPC's {@skill Perception} and Will modifiers.",
								"After the influence stat block, you might want to list important information to help you roleplay the NPC and incorporate the NPC into your influence encounter. You can list any of the following details that are relevant to your NPC: their background (a brief bio focusing on information relevant to the encounter), appearance, personality (this can just be a list of adjectives), affiliations, public goals, {@condition hidden} agendas, or the penalty for antagonizing the NPC (or possibly for failing to Influence the NPC, depending on the way you structure the encounter)",
								{
									"type": "data",
									"tag": "generic",
									"style": "book",
									"data": {
										"name": "NPC Name",
										"traits": [
											"traits"
										],
										"sections": [
											[
												[
													"A succinct description of the NPC, such as \"Famous musician\" or \"Popular baron.\""
												],
												[
													{
														"name": "Perception",
														"entry": "The NPC's Perception modifier, plus potentially relevant spells such as {@spell true sight}."
													}
												],
												[
													{
														"name": "Will",
														"entry": "The NPC's Will modifier, plus any special adjustments."
													}
												],
												[
													{
														"name": "Discovery",
														"entry": "The Perception DC to Discover information about the NPC, as well as any skill checks to Discover their DCs."
													}
												],
												[
													{
														"name": "Influence Skills",
														"entry": "The skills the PCs can use to Influence the NPC are listed here with their DCs, in order from the lowest DC (the skill that works best) to the highest DC. If a skill isn't listed but a player gives a strong narrative explanation for using it, you can add it as an appropriate DC (usually the highest listed DC). {@skill Diplomacy} should usually be on this list, but should rarely be the best skill to Influence an NPC, in order to encourage and reward using Discover to learn and cater to an NPC's interests."
													}
												],
												[
													{
														"name": "Influence Thresholds",
														"entry": "The number of Influence Points required to Influence the PC, and the benefits for meeting them. Some NPCs might have multiple influence thresholds, granting the PCs additional benefits or favors as they cross more thresholds."
													}
												]
											],
											[
												[
													{
														"name": "Resistances",
														"entry": "Some NPCs are resistant to certain tactics, biased against certain types of people, or may get defensive when a certain topic comes up. Any of these makes it harder for a PC to convince them. For instance, an NPC might find flattery inane, dislike wizards, or bristle at any mention of their ex-spouse. Typically, an NPC's resistance increases the DC of the associated check to Influence by 2 (or 5 for stronger resistances), but it could have farther-ranging consequences, such as losing Influence Points or angering the NPC enough that attempting to Influence them again is impossible."
													}
												],
												[
													{
														"name": "Weaknesses",
														"entry": "Most NPCs have at least one weakness that clever and observant PCs can use to their advantage, whether it's a deep-seated insecurity, a desire for power, a favorite hobby, a bias toward a certain group, or a hidden secret the PCs could threaten to expose. When a PC incorporates an NPC's weakness, it typically decreases the associated Influence check's DC by 2 (or 5 for stronger weaknesses), but it could have farther-ranging effects, such as gaining automatic Influence Points or even automatically influencing the NPC regardless of how many Influence Points the PCs have achieved so far."
													}
												]
											]
										]
									}
								},
								{
									"type": "pf2-h3",
									"source": "GMG",
									"page": 153,
									"name": "Setting Dcs",
									"entries": [
										"When setting DCs, it's often good to start with a \"social level\" for the NPC and set their DCs accordingly.",
										"Use the DC adjustments from page 504 of the {@i Core Rulebook} just like you normally would. A good starting place is setting the NPC's Will modifier, then taking that DC and adjusting it for skills that are more or less likely to work.",
										"For instance, for a 3rd-level challenge, you might give an NPC a +12 Will modifier and use 22 as the base DC. You might say that's the DC for {@skill Diplomacy} but then determine that the NPC is difficult to intimidate, and so you apply the hard DC adjustment to make the {@skill Intimidation} DC 24. Maybe you also determine that she loves different varieties of wine, resulting in an incredibly easy DC adjustment to get DC 12 for {@skill Lore||Alcohol Lore}."
									]
								},
								{
									"type": "pf2-brown-box",
									"source": "GMG",
									"page": 152,
									"name": "SAMPLE STAT BLOCK",
									"entries": [
										"In this example, the PCs try to convince a grizzled landlord to not evict a theatrical troupe from a dilapidated building he owns. It's a 3rd-level challenge. He is a busy, practical man and gives the PCs only 45 minutes (3 rounds) to make their case.",
										{
											"type": "data",
											"tag": "generic",
											"style": "book",
											"data": {
												"name": "Danphy Mollwether",
												"traits": [
													"le",
													"medium",
													"human",
													"humanoid"
												],
												"sections": [
													[
														[
															"Penny-pinching landlord"
														],
														[
															{
																"name": "Perception",
																"entry": "{@d20 +9||Perception}"
															}
														],
														[
															{
																"name": "Will",
																"entry": "{@d20 +11||Will}"
															}
														],
														[
															{
																"name": "Discovery",
																"entry": "DC 13 {@skill Lore||Mercantile Lore}, DC 18 {@skill Perception}, DC 16 {@skill Society}"
															}
														],
														[
															{
																"name": "Influence Skills",
																"entry": "DC 16 {@skill Lore||Accounting Lore} (noting how the theater could be made profitable), DC 16 {@skill Crafting} (volunteering to repair the building), DC 20 {@skill Intimidation}, DC 20 {@skill Performance}, DC 22 {@skill Diplomacy}, DC 24 {@skill Deception}"
															}
														],
														[
															{
																"name": "Influence 4:",
																"entry": "Mr. Mollwether gives the troupe 1 week to get him his back rent, with interest, before evicting them."
															}
														],
														[
															{
																"name": "Influence 6:",
																"entry": "Mr. Mollwether gives the troupe 1 month to get him his back rent before evicting them."
															}
														],
														[
															{
																"name": "Influence 8:",
																"entry": "Mr. Mollwether allows the troupe to stay, reduces their rent, and forgives half their debt."
															}
														]
													],
													[
														[
															{
																"name": "Resistances",
																"entry": "The landlord thinks in practical terms, with little patience for the \"good-for-nothings\" of the troupe. Appeals directed at sympathy alone increase the check's DC by 2."
															}
														],
														[
															{
																"name": "Weaknesses",
																"entry": "Mr. Mollwether used to visit the theater often as a small child, and performing one of his favorite old songs or plays brings tears to his eyes and reduces the {@skill Performance} DC by 2."
															},
															{
																"type": "list",
																"style": "list-no-bullets",
																"items": [
																	{
																		"type": "item",
																		"name": "Background",
																		"entry": "Mollwether was raised by wealthy parents who loved the arts and took him to the theater often. A scandal left the family broke, and Danphy clawed his way back up to a decent living. Becoming something of a slumlord, he owns several properties now and still feels he must exploit others to survive."
																	},
																	{
																		"type": "item",
																		"name": "Appearance",
																		"entry": "An elderly man in cheap dress clothes, Mr. Mollwether looks like he's never felt a moment of love for anyone in his whole life."
																	},
																	{
																		"type": "item",
																		"name": "Personality",
																		"entry": "Impatient, crotchety, skeptical"
																	},
																	{
																		"type": "item",
																		"name": "Penalty",
																		"entry": "Antagonizing Mr. Mollwether by \"sermonizing\" or \"wasting his time\" causes him to cut the meeting short, reducing it to 2 rounds instead of 3."
																	}
																]
															}
														]
													]
												]
											}
										}
									]
								}
							]
						},
						{
							"type": "pf2-h2",
							"source": "GMG",
							"page": 153,
							"name": "Running an Influence Encounter",
							"entries": [
								"When running an influence encounter, let the PCs be creative and use a diverse set of skills whenever possible. Be open to improvisation, and change the structure of the encounter if something interesting presents itself. The PCs set the pace and choose with whom they interact. It's up to you to make sure every NPC is distinct, react to the PCs' interactions with the NPCs, and lend overall structure to the encounter by making sure it feels like a living, breathing event rather than just a series of skill checks.",
								"Think about how the number of rounds of a social encounter relate to the overall event. For instance, if you have a four-course banquet and 6 rounds, you could have 1 round for introductions before the food arrives, 1 round for each of the courses, and 1 last round of conversations after the final course. NPCs might filter in and out or become unavailable for conversations as they are occupied by various tasks, or become particularly eager to engage a PC. That sort of change help makes the NPC feel a bit more real and helps break up any repetition in your encounter."
							]
						}
					]
				},
				{
					"type": "pf2-h1",
					"blue": true,
					"source": "GMG",
					"page": 154,
					"name": "Research",
					"entries": [
						"In the research subsystem, PCs accumulate Research Points and learn new information or gain other benefits upon reaching specific thresholds. Use this subsystem if the PCs face a time constraint, rival research group, or other form of external pressure or condition that could end the PCs' efforts early. Otherwise, you can simply use the rules in the {@i Core Rulebook}, since the PCs are free to keep rolling until they uncover everything there is to find.",
						"In this subsystem, time passes in rounds spanning several hours to a day of research. Each round, the characters use the Research exploration activity to gain Research Points (RP). As time passes and the party earns more RP, they gain knowledge and rewards, but also might face consequences or events. Some of these events might interrupt the round with a different kind of encounter (disrupting the Research activity), such as a social encounter with an intelligent book or a combat encounter with a guardian.",
						{
							"type": "ability",
							"style": "full",
							"name": "Research",
							"traits": [
								"concentrate",
								"exploration",
								"linguistic"
							],
							"entries": [
								"You comb through information to learn more about the topic at hand. Choose your research topic, section of the library, or other division depending on the form of research, and attempt a skill check. The skills to use and the DC for the check depend on the choice you made.",
								{
									"type": "successDegree",
									"entries": {
										"Critical Success": "You gain 2 RP.",
										"Success": "You gain 1 RP.",
										"Critical Failure": "You make a false discovery and lose 1 RP."
									}
								}
							]
						},
						{
							"type": "pf2-h2",
							"source": "GMG",
							"page": 154,
							"name": "Building a Library",
							"entries": [
								"\"Library\" is the general term the research subsystem uses to designate the setting of the PCs' research. Despite the name, the library doesn't necessarily consist of a quiet hall full of books. It could be an Astral memory palace, a collection of iconographic artwork, or even a group the party is questioning. In most cases, to engage the whole party and add a little decision-making to the research, you'll want to give your research topic or library at least one variable or subdivision that the PCs need to decide how to handle. For instance, you might give the PCs three different research topics to study, each using different skills and providing different rewards. The library might have several rooms or sections with different challenges to research, allowing you to reward PCs with skills that aren't typically associated with research; perhaps the books on aeromancy are all flying above the top shelves of towering bookcases, requiring a round of {@skill Athletics} checks to represent climbing up and down ladders to retrieve them and reach the first threshold. A variety of skills and decisions, along with vivid descriptions, are the key to an engaging and memorable research session, rather than just a string of die rolls by the wizard.",
								{
									"type": "pf2-h3",
									"source": "GMG",
									"page": 154,
									"name": "Choosing Thresholds",
									"entries": [
										"Once you've decided what your library looks like and how the library and research options are structured, it's time to set the research thresholds for each topic. Thresholds are your opportunity to reveal intriguing new information and introduce different types of challenges. Each threshold should provide interesting information; if it doesn't, you should probably have fewer thresholds.",
										"Thresholds can change the state of the library (perhaps the first threshold is simply cleaning and organizing the library so the PCs can find the tomes they need), reveal information, give the PCs a reward (like access to an ancient uncommon or rare feat or spell they discover in library's depths), trigger an encounter, alter the skills or DCs for further research, or anything else you can imagine, but they should always do something.",
										"If your library covers multiple topics, each has its own set of thresholds. You'll typically want to require fewer Research Points to reach each one and use fewer thresholds per topic.",
										"Think about the constraints preventing the PCs from researching as long as they want, and use those constraints to determine how many Research Points they must earn to reach each threshold. You don't need to evenly space thresholds\u2014you could require very few Research Points to learn crucial clues you want to ensure the PCs receive and a much larger number to reach the final threshold that grants a special reward."
									]
								},
								{
									"type": "pf2-h3",
									"source": "GMG",
									"page": 155,
									"name": "Library Stat Block",
									"entries": [
										"When you build a library, you can use a stat block to organize the information. In a published adventure, you'll find libraries presented in the format below. There's no need to include entries that aren't applicable for your library.",
										{
											"type": "data",
											"tag": "generic",
											"style": "book",
											"data": {
												"name": "Library's Name",
												"category": "Library",
												"level": "(Level)",
												"traits": [
													"traits"
												],
												"sections": [
													[
														[
															{
																"name": "Division Name and Description",
																"entry": "Whether it's a section of a physical library, one of several research topics the PCs are studying, or something more creative, this is the name of one of the library's divisions. If the divisions are separate topics, they'll each have their own thresholds, but if the divisions are separate areas all related to the same topic or topics, they might have RP maximums instead, after which the PCs have exhausted the information in that area. Repeat these sections for the library's other divisions; if using RP maximums, make sure the divisions provide enough Research Points to reach the final threshold."
															}
														],
														[
															{
																"name": "Research Checks",
																"entry": "The skills or other checks the PCs can attempt to Research the division are listed here with their DCs, in order from the lowest DC (the skill that works best) to the highest DC. If a skill isn't listed but a player provides a strong narrative explanation for using it, you can add it at an appropriate DC (usually the highest listed DC). Academia Lore and Library Lore will often be listed in these entries."
															}
														]
													],
													[
														[
															{
																"name": "Research Thresholds",
																"entry": "Each threshold lists the number of RP required to reach it, followed by the effects for meeting that threshold. Thresholds are listed in order from first (requiring the fewest RP) to last (the highest threshold)."
															}
														]
													]
												]
											}
										},
										"Beneath the stat block, you can list any events that occur based on timing rather than the PCs' RP total (such as a threatening message arriving on the third day), as well as any other important details."
									]
								}
							]
						},
						{
							"type": "pf2-h2",
							"source": "GMG",
							"page": 155,
							"name": "Running Research",
							"entries": [
								"When running the research subsystem, think about the two factors that set the pace of the research and allow you to break it up: the length of each round of research, and the thresholds in the research. Use both of these in tandem to breathe life into the session and draw the players into the game. Ideally the PCs are aware of whatever pressure requires them to finish the research, so as rounds pass, the tension increases. As long as the PCs are able to get the information they came for, it's fine if they don't learn everything the library has to offer; in fact, you might intentionally create a situation allowing the PCs time to glean only some of a list of special rewards, forcing them to prioritize their favorites.",
								{
									"type": "pf2-brown-box",
									"source": "GMG",
									"page": 155,
									"name": "SAMPLE STAT BLOCK",
									"entries": [
										"In this example, the PCs are trying to research {@condition hidden} occult secrets about hags known only to the fey of a strange sylvan library. It's a 7th-level challenge. If you'd like to use this sample library for a different research topic, just change the results of each threshold and replace any {@skill Occultism} Research checks with checks appropriate to the new topic!",
										{
											"type": "data",
											"tag": "generic",
											"style": "book",
											"data": {
												"name": "Gade of Forgotten Time",
												"category": "Library",
												"level": 7,
												"traits": [
													"fey",
													"primal"
												],
												"sections": [
													[
														[
															{
																"name": "Field of Tomeflowers",
																"entry": "Five-foot stems open up into colorful petaled tomes"
															},
															{
																"name": "Maximum RP",
																"entry": "10"
															}
														],
														[
															{
																"name": "Research Checks",
																"entry": "DC 18 {@skill Lore||Academia Lore} or {@skill Lore||Library Lore}, DC 23 {@skill Occultism}"
															}
														]
													],
													[
														[
															{
																"name": "Loremother Tree",
																"entry": "A powerful intelligence slumbers deep within this ancient oak, awakened by communion or music"
															},
															{
																"name": "Maximum RP",
																"entry": "15"
															}
														],
														[
															{
																"name": "Research Checks",
																"entry": "DC 21 {@skill Performance}, DC 23 {@skill Nature}, DC 25 {@skill Occultism}"
															}
														]
													],
													[
														[
															{
																"name": "Sprite Swarm",
																"entry": "Thousands of iridescent sprites flit about, eager to offer tidbits of information, though it is not always reliable"
															},
															{
																"name": "Maximum RP",
																"entry": "5"
															}
														],
														[
															{
																"name": "Research Checks",
																"entry": "DC 23 {@skill Diplomacy}, DC 23 {@skill Occultism}, DC 25 {@skill Society}, DC 28 {@skill Perception}"
															}
														]
													],
													[
														[
															{
																"name": "5 Research Points",
																"entry": "The PCs learn apocryphal fey legends that the first hags were once cruel fey queens twisted by inner corruption. They learn details about hag reproduction, changelings, and the hag mother's Call."
															}
														],
														[
															{
																"name": "10 Research Points",
																"entry": "The PCs learn the location of an ancient, twisted grove in the First World rumored to hold a secret treasure connected to hags. Attaining this knowledge comes at a cost: hag malice solidifies into two will-o'-wisps and animates some of the glade's plant matter into a shambler. The three creatures attack the PCs together."
															}
														],
														[
															{
																"name": "15 Research Points",
																"entry": "The PCs learn a variety of occult folk divinations said to detect the presence of nearby hags. Among them is a functioning uncommon spell: {@spell read omens}."
															}
														],
														[
															{
																"name": "20 Research Points",
																"entry": "The loremother tree stirs and partially awakens, issuing the PCs a dire warning about danger in the knowledge they seek. Replace the loremother tree's {@skill Performance} Research check with a DC 28 {@skill Diplomacy} check to convince the tree to share further knowledge."
															}
														],
														[
															{
																"name": "25 Research Points",
																"entry": "The whole glade goes quiet, and the PCs feel a pall fall over their hearts. The PCs are close, but all Research check DCs increase by 2."
															}
														],
														[
															{
																"name": "30 Research Points",
																"entry": "The PCs learn even more esoteric wisdom about hags. However, they have drawn the attention of a coven of annis hags, who materialize to destroy the party and their newfound knowledge. If the PCs run out of time before reaching this point, the coven erases any further information before attacking the PCs out of spite."
															}
														]
													]
												]
											}
										}
									]
								}
							]
						}
					]
				},
				{
					"type": "pf2-h1",
					"blue": true,
					"source": "GMG",
					"page": 156,
					"name": "Chases",
					"entries": [
						"The {@i Core Rulebook's} Speed rules work well for short sprints through fairly clear terrain. Over longer distances through more complex environments, though, the path is rarely so straightforward. The chase subsystem shifts the emphasis from raw Speed to facing down the kinds of unpredictable obstacles that characters might encounter in a longer pursuit so you can create a thrilling chase scene.",
						"Chases are a special type of encounter. Each round, the pursued character or characters act first, then the pursuing characters act. Typically, to reduce variance, the PCs roll checks to progress while their opponents proceed at a steady pace, but if you want to emphasize the back-and-forth nature of a particular chase, you could have both sides roll instead. Characters in the same group can act in whatever order they prefer, each taking a turn. A character must act on their turn. If they pass their turn or are unable to act, they're unable to help the group and automatically cause the group to lose 1 Chase Point.",
						"Depending on the scale of your chase, establish at the beginning how long each round lasts so the PCs understand how much they can accomplish in that time. Is it essentially a 3-action turn, or does it take minutes, hours, or days?",
						{
							"type": "pf2-h2",
							"source": "GMG",
							"page": 156,
							"name": "Obstacles",
							"entries": [
								"During a chase, all the characters must overcome a series of obstacles that represent challenges\u2014from locked doors to deceptive bogs\u2014during the different legs of the pursuit.",
								"These obstacles aren't separated by specific distances; the distance is narrative and can vary between obstacles as needed for the story you're telling. Travel times between obstacles can vary, too. The time scale you choose determines how PCs can act when dealing with an obstacle.",
								"Each obstacle requires a certain number of Chase Points to overcome\u2014typically 1 per party member for a standard obstacle, though particularly challenging obstacles might require more (listed in an obstacle's Chase Points entry)",
								"Typically, there are multiple ways to overcome an obstacle; for example, characters could evade a guard or bribe them to look away. Each approach typically requires a skill check or {@skill Perception} check, but sometimes a saving throw, an attack roll, or something even more unusual, like a casting a certain spell (listed in an obstacle's Overcome entry)",
								"On a character's turn, they describe what they do to help the group get past the obstacle. They then attempt any required roll, or perform the required action for a choice without a check. If they attempt a roll, the result determines how many Chase Points the character gains.",
								{
									"type": "successDegree",
									"entries": {
										"Critical Success": "The PCs gain 2 Chase Points.",
										"Success": "The PCs gain 1 Chase Point.",
										"Critical Failure": "The PCs lose 1 Chase Point."
									}
								},
								"If the means of bypassing the obstacle helps automatically without requiring a check\u2014such as using a certain spell to assist\u2014the PCs typically get 1 Chase Point. You can increase that to 2 if you feel the action is extremely helpful.",
								"Chase Points represent the ability of the whole group to bypass the obstacle. A character who critically succeeds is able to help the other characters continue onward, while one who critically fails needs extra assistance. Players often have ideas for ways to overcome the obstacle beyond the choices you created for the obstacle. If their idea is applicable, you'll need to determine the DC and skill or other statistic being used for that approach. This is great as long as it's creative, but be wary of a situation where a character who is legendary at a skill tries to justify how they can bypass every obstacle with that skill, such as using {@skill Acrobatics} to tumble around them all, or the like. You can determine that some tactics just won't work against certain obstacles, or would help only one character without benefiting the rest and therefore aren't all that useful.",
								"Once the PCs accumulate enough Chase Points to overcome the obstacle, they immediately move to the next. Extra Chase Points don't carry over to the next obstacle\u2014each requires its own number of Chase Points to overcome. However, anyone who hasn't already taken their turn that round can still take it against the new obstacle. Consequently, the characters best suited to overcoming the current obstacle might act first, since the remaining characters might be better suited against the next one. The number of Chase Points the PCs have can never fall below 0.",
								"It might help to put your obstacles in a stat block for easy reference. Inside published adventures, chase obstacles are likely to be presented in stat block form, as follows.",
								{
									"type": "data",
									"tag": "generic",
									"style": "book",
									"data": {
										"name": "Crowd",
										"category": "Obstacle",
										"level": 1,
										"sections": [
											[
												[
													{
														"name": "Chase Points",
														"entry": "4"
													},
													{
														"name": "Overcome",
														"entry": "DC 15 {@skill Acrobatics} or {@skill Athletics} to weave or push through, DC 13 {@skill Society} to follow the flow"
													}
												]
											],
											[
												[
													"Throngs of people crowd the streets, making it difficult to continue the chase."
												]
											]
										]
									}
								}
							]
						},
						{
							"type": "pf2-h2",
							"source": "GMG",
							"page": 156,
							"name": "Building a Chase",
							"entries": [
								"When building a chase, first build your obstacles and then decide how far ahead the pursued character or characters begin and at what pace the NPCs will move. Having the NPCs clear one obstacle per round is a good rule of thumb, but it could vary depending on the situation, and should especially be slower against obstacles that require more than 1 Chase Point per character to overcome.",
								"Select or build obstacles highlighting a variety of different skills and other options so everyone in the party has a moment to shine. When choosing what skills can bypass a given obstacle, ensure a variety of approaches can work. If you've already decided that an obstacle uses {@skill Stealth}, selecting {@skill Thievery} as the other option doesn't really offer opportunities for different types of characters, since those who are good at {@skill Thievery} are very likely the same ones who are good at {@skill Stealth}. On the other hand, offering {@skill Athletics} as an alternative gives a champion who's terrible at {@skill Stealth} a way to help. The group can help cover for a character who is less capable at a particular obstacle, but it's more fun for players to present substantially different options for each obstacle.",
								"Use the following guidelines to determine how many obstacles you need for your chase. These numbers assume that the pursued party can reach a certain location to end the chase (as described in Ending Chases). If there's no such escape, you might need more obstacles.",
								"{@b Short:} 6 obstacles, about 10\u201320 minutes of game time",
								"{@b Medium:} 8 obstacles, about 15\u201325 minutes of game time",
								"{@b Long:} 10 obstacles, about 20\u201330 minutes of game time.",
								{
									"type": "pf2-h3",
									"source": "GMG",
									"page": 157,
									"name": "Setting Obstacle Dcs",
									"entries": [
										"When you set the DCs for an obstacle, you'll typically be using simple DCs. Use a proficiency rank that's generally appropriate for the PCs' level if you want the obstacle to be a significant one. As noted earlier, you'll typically want to select a couple different ways the group can get past an obstacle. At least one check should be have an easy or very easy adjustment, while the other check should have a standard or hard DC. In some cases you might use something other than a simple DC; for example, if a specific NPC has put up a magical barrier, you would use their spell DC. This might result in some pretty tough DCs or even impassable obstacles, so use this carefully! If a PC improvises a different way to get around an obstacle from what you planned, set the DC just like you would normally when picking a DC on the fly. Don't worry about adjusting the DC of the check to be easy or very easy, because the PC is likely to be good at the skill they've chosen to use."
									]
								},
								{
									"type": "pf2-h3",
									"source": "GMG",
									"page": 157,
									"name": "Shortcuts and Split Paths",
									"entries": [
										"You might want to build a chase with multiple paths that split and rejoin so you can have a shortcut (with easier DCs or fewer obstacles) or paths that appeal to different types of characters. For instance, one obstacle might allow a PC who critically succeeds at a {@skill Perception} check to find a faster path along a canal, without the obstacles of a busy street. This can be fun, but can also split up the group. Familiarize yourself with the Solo Chases sidebar above to make similar adjustments for a divided group."
									]
								},
								{
									"type": "pf2-brown-box",
									"source": "GMG",
									"page": 157,
									"name": "SOLO CHASES",
									"entries": [
										"Sometimes circumstances might require you to run a chase where the PCs are each progressing individually, rather than as a group, such as if they get split up. The danger therein is that a player can easily become frustrated if their character is stuck at an obstacle where it's extremely difficult to succeed at either choice, and no allies can help them. In these chases, it's best to allow even a single success be enough for a character to progress to the next obstacle, and have a critical success give the character a +2 circumstance bonus on their first check against the next obstacle."
									]
								},
								{
									"type": "pf2-h3",
									"source": "GMG",
									"page": 157,
									"name": "Ending Chases",
									"entries": [
										"Once you have the obstacles, decide the end conditions.",
										"Chases often end when the pursuer reaches the same obstacle as the pursued, leading to a combat encounter or other scene. However, it's less clear when to end a chase otherwise. It's typically best to have an obstacle that ends the chase with the pursued character getting away, as long as they overcome the obstacle before being captured. This is usually better than ending the chase after a certain number of rounds, because reaching a hideaway makes more narrative sense and because you might not be able to predict how far the pursued characters move in those rounds, making you run out of obstacles. You can also end the chase in favor of the pursued characters if they ever get a certain number of obstacles ahead of the pursuers (typically three), as the pursuers simply lose the trail. You should still have an end point to the chase, though, in case that never happens."
									]
								},
								{
									"type": "pf2-h3",
									"source": "GMG",
									"page": 157,
									"name": "Types of Chases",
									"entries": [
										{
											"type": "list",
											"items": [
												"{@b Chase Down:} The PCs pursue adversaries. The PCs go second in initiative since they're the pursuers. Start the enemies one obstacle ahead of the PCs (or at the same location for a short chase), and end the chase if the PCs catch up to the enemies, or if the enemies reach a certain location that represents their safety or escape.",
												"{@b Run Away:} The PCs attempt to escape. They'll go first in initiative since they're being pursued. It's usually best to start them one obstacle ahead of their foes and end the chase if they reach a certain location or are three obstacles ahead of their foes at the end of a round.",
												"{@b Beat the Clock:} The PCs try to get through all the obstacles before a certain number of rounds passes, such as if the PCs are trying to outrun a natural disaster or race in a timed challenge. The number of obstacles should usually be equal to the number of rounds.",
												"{@b Competitive Chase:} The PCs and their adversaries are both chasing the same thing or trying to reach the same location, and whoever gets there first wins. This works like chase down, except that either party could win. Because there is more than one set of pursuers, you might have the PCs and their competitors roll initiative to see who goes first each round (while still moving all NPCs at a steady rate.)"
											]
										}
									]
								}
							]
						},
						{
							"type": "pf2-h2",
							"source": "GMG",
							"page": 158,
							"name": "Running a Chase",
							"entries": [
								"When running a chase, narrate the scene and give vivid descriptions of the obstacles the PCs face, rather than just reading off a list of skills and immediately having the players start rolling dice and making checks. A chase is a framework for roleplaying, not just a dice game. Encourage the PCs to describe what they're doing, and how they're helping their comrades overcome each obstacle.",
								"Typically, it's best to tell the players the DCs of the default options, so they can make informed decisions. At the least, you should indicate the relative difficulty of the clear paths. The PCs are adventurers, so they're experienced at assessing which path is going to be easier or harder.",
								"Try to make it feel like the PCs are really part of a chase scene, like in a movie. As each side makes progress, describe how they pull ahead or close the gap. PCs far from their foes might hear shouts in the distance. As they get closer, they catch glimpses, and then finally see their quarry in full view once they're on the enemies' heels. Think about how the events of the chase affect the environment, as well. For instance, if a kaiju is chasing after the PCs, after the PCs overcome an obstacle consisting of a thick copse of trees, you could describe how the kaiju flattens the trees beneath its feet as it stomps after them.",
								{
									"type": "pf2-h3",
									"source": "GMG",
									"page": 158,
									"name": "Visual Aids",
									"entries": [
										"It can help your players visualize the chase to use a series of cards or a rough map (such as a large-scale city map rather than a 5-foot grid) to show locations. Use one miniature or token to represent each side of the chase. You might place cards with obstacle names on them face down, revealing them as PCs reach them, and letting a PC peek at an upcoming card if they scout it from a distance."
									]
								},
								{
									"type": "pf2-h3",
									"source": "GMG",
									"page": 158,
									"name": "If the Pcs Get Stuck",
									"entries": [
										"Sometimes despite their best efforts, an obstacle will stymie the PCs over and over again. In most cases, after 3 rounds of the PCs struggling with an obstacle that requires the standard number of Chase Points, it's a good idea to just say they found another way around it. If the obstacle requires more or fewer Chase Points, you can change the number of rounds before letting them get past it. If presenting another way around the obstacle just doesn't make sense, such as if a spherical barrier completely blocks the PCs, you might introduce an NPC or other outside force that can help them bypass it, but at a high cost."
									]
								}
							]
						},
						{
							"type": "pf2-h2",
							"source": "GMG",
							"page": 158,
							"name": "Sample Obstacles",
							"entries": [
								"You can use the following obstacles in your chases, which are organized by environment. The name is followed by the level of group they're best suited for, and many include both a basic version for lower levels and a higher-level version.",
								{
									"type": "table",
									"source": "GMG",
									"page": 159,
									"name": "UNDERGROUND OBSTACLES",
									"labelRowIdx": [],
									"colStyles": [
										"bold",
										""
									],
									"colSizes": [
										1,
										4
									],
									"rows": [
										[
											"Crumbling Corridor (1st)",
											"DC 13 {@skill Acrobatics} to avoid disturbing the walls, DC 15 {@skill Crafting} to shore up the walls; {@b Quaking Corridor (11th)} DC 25 {@skill Acrobatics}, DC 30 {@skill Crafting}"
										],
										[
											"Fungus Grotto (1st)",
											"DC 15 Fortitude to endure poisonous spore, DC 13 {@skill Survival} to avoid the mushrooms; {@b Virulent Fungi (5th)} DC 20 Fortitude, DC 18 {@skill Survival}"
										],
										[
											"Pit Trap (1st)",
											"DC 13 {@skill Athletics} to quickly climb out, DC 15 Perception to spot the trap before it's triggered; {@b Exceptional Pit Trap (5th)} DC 20 {@skill Athletics}, DC 18 Perception"
										],
										[
											"Wandering Gelatinous Cube (1st)",
											"DC 18 {@skill Occultism} to identify its deficiencies, DC 15 {@skill Stealth} to sneak past; {@b Wandering Black Pudding (7th)} DC 24 {@skill Occultism}, DC 19 {@skill Stealth}"
										],
										[
											"Collapsed Tunnel (5th)",
											"DC 20 {@skill Athletics} to dig through, DC 18 Perception to find a secret door around; Ancient Collapse (12th) DC 30 {@skill Athletics}, DC 28 Perception"
										],
										[
											"Pendulum Trap (5th)",
											"DC 20 Reflex to dodge the blades, DC 15 {@skill Thievery} to disable the tap; {@b Panoply of Pendulums (12th)} DC 30 Reflex, DC 28 {@skill Thievery}"
										],
										[
											"Wooden Portcullis (8th)",
											"DC 25 {@skill Acrobatics} to squeeze through, DC 20 {@skill Athletics} to lift the gate; {@b Iron Portcullis (11th)} DC 25 {@skill Acrobatics}, DC 30 {@skill Athletics}"
										]
									]
								},
								{
									"type": "table",
									"source": "GMG",
									"page": 159,
									"name": "URBAN OBSTACLES",
									"labelRowIdx": [],
									"colStyles": [
										"bold",
										""
									],
									"colSizes": [
										1,
										4
									],
									"rows": [
										[
											"Crowd (1st)",
											"DC 15 {@skill Acrobatics} or {@skill Athletics} to weave or push through, DC 13 {@skill Society} to follow the flow; {@b Festival Crowd (4th)} DC 20 {@skill Athletics}, DC 18 {@skill Society}"
										],
										[
											"Fruit Cart (1st)",
											"DC 13 {@skill Athletics} to vault over or smash through, DC 15 {@skill Intimidation} to make the merchant move it; {@b Merchant Pavilion (5th)} DC 20 {@skill Athletics}, DC 22 {@skill Intimidation}"
										],
										[
											"Guard Dog (1st)",
											"DC 14 {@skill Nature} to calm, DC 16 {@skill Stealth} to sneak past; {@b Guard Roc (9th)} DC 26 {@skill Nature}, DC 28 {@skill Stealth}"
										],
										[
											"Rickety Rooftops (1st)",
											"DC 15 {@skill Acrobatics} to cross clotheslines, DC 13 {@skill Athletics} to jump from roof to roof; {@b Crumbling, Steep Rooftops (5th)} DC 18 {@skill Acrobatics}, DC 20 {@skill Athletics}"
										],
										[
											"Wooden Fence (1st)",
											"DC 13 {@skill Athletics} to climb over, DC 15 {@skill Thievery} to unlock a gate; {@b High Iron Fence (8th)} DC 20 {@skill Athletics}, DC 25 {@skill Thievery}"
										],
										[
											"Gang of Hooligans (2nd)",
											"DC 13 {@skill Deception} to trick, DC 15 {@skill Stealth} to sneak past; {@b Elite Criminals (12th)} DC 28 {@skill Deception}, DC 30 {@skill Stealth}"
										],
										[
											"Twisting Alleyways (2nd)",
											"DC 17 Perception to find a path, DC 13 {@skill Society} to recall a map; {@b Multi-Story Maze (7th)} DC 22 Perception, DC 20 {@skill Society}"
										]
									]
								},
								{
									"type": "table",
									"source": "GMG",
									"page": 159,
									"name": "WILDERNESS OBSTACLES",
									"labelRowIdx": [],
									"colStyles": [
										"bold",
										""
									],
									"colSizes": [
										1,
										4
									],
									"rows": [
										[
											"Deep Mud (1st)",
											"DC 15 {@skill Athletics} to slog through, DC 13 Perception to find a path; {@b Horrid Bog (5th)} DC 20 {@skill Athletics}, DC 18 Perception"
										],
										[
											"Downpour (1st)",
											"DC 13 Fortitude to push through, DC 15 {@skill Nature} to predict the weather; {@b Magical Thunderstorm (5th)} DC 30 Fortitude, DC 25 {@skill Nature}"
										],
										[
											"Rope Bridge (1st)",
											"DC 15 {@skill Acrobatics} to cross carefully, DC 13 {@skill Crafting} to make repairs; {@b Solitary Frayed Rope (11th)} DC 25 {@skill Acrobatics}, DC 30 {@skill Crafting}"
										],
										[
											"Rushing River (1st)",
											"DC 15 {@skill Athletics} to swim or hop across stones, DC 13 {@skill Survival} to find a ford nearby;{@b Flash Flood (5th)} DC 20 {@skill Athletics}, DC 18 {@skill Survival}"
										],
										[
											"Steep Hills (1st)",
											"DC 13 {@skill Athletics} to climb across, DC 15 Perception to find easier path; {@b Rugged Mountain (5th)} DC 20 {@skill Athletics}, DC 18 Perception"
										],
										[
											"Swarm of Wasps (1st)",
											"DC 15 Fortitude to endure stings, DC 13 {@skill Survival} to smoke them out; {@b Those Aren't Wasps! (5th)} DC 20 Fortitude, DC 18 {@skill Survival}"
										],
										[
											"Tangled Forest (2nd)",
											"DC 17 Perception to find the way, DC 13 {@skill Survival} to plot a path; {@b Enchanted Forest (5th)} DC 20 Perception, DC 18 {@skill Survival}"
										]
									]
								}
							]
						}
					]
				},
				{
					"type": "pf2-h1",
					"blue": true,
					"source": "GMG",
					"page": 160,
					"name": "Infiltration",
					"entries": [
						"An infiltration requires the heroes to employ guile and subtlety to achieve one or more objectives without directly confronting their enemies. The PCs' goal might be sneaking into a den of thieves to relieve them of ill-gotten gains, navigating the winding passages of the city watch headquarters to break a friend out of prison, or putting themselves in just the right spot to snatch up the right person or the correct item at just the right time. Whatever the case, the heroes are working to avoid drawing the attention of an opposing party, such as the members of a thieves' guild, the prison guards, or the invited guests at an upscale gala. Should the heroes draw too much attention, they might be attacked, arrested, or thrown out\u2014in any case, blocked from accomplishing their goal.",
						"An infiltration is fundamentally a roleplaying activity. The players narrate their characters' actions in response to the situations around them, and the infiltration subsystem provides a framework to measure incremental success within the overall endeavor. An infiltration takes place over the course of multiple rounds, though it's up to you to determine how long a round is. One round might encompass 10 minutes or 1 hour of in-world time, or something completely different depending on the story and your group's preferences.",
						{
							"type": "pf2-h2",
							"source": "GMG",
							"page": 160,
							"name": "Building an Infiltration",
							"entries": [
								"When creating an infiltration, you'll want to start with the party's broad goals and an idea of how much time you and your players want to spend. The more complex an infiltration, the longer it will take to play out at the table.",
								{
									"type": "pf2-h3",
									"source": "GMG",
									"page": 160,
									"name": "Objective",
									"entries": [
										"The first thing you'll need to determine is the party's objective, or broad goal. Maybe the PCs need to find their way into some {@condition hidden} sanctum, find a particular person within an organization, locate and get away with a bit of treasure, or plant a piece of evidence. An infiltration can consist of a single objective, but a more complex one might include two or more objectives in sequence\u2014the PCs might first need to find a way to enter the cult's sanctum, then open the vault, and then escape with the relic.",
										"To achieve an objective, the PCs must overcome a certain number of obstacles\u2014specific challenges the PCs face, such as getting across a moat or past a nosy butler. For a simple objective, they might need to overcome only one or two obstacles, while a more complex one might require several.",
										"It's a good idea to offer more obstacles as options than the characters need to overcome, and the PCs don't all have to choose the same ones. This represents the fact that there's more than one way into a castle, and allows PCs to choose obstacles that play to their strengths. It also means you have more options you can adapt if the PCs decide on a truly novel way to tackle their objective.",
										"Once a character has overcome the required number of obstacles to reach the objective, they move on to the next objective. This might mean that some characters move on to a second objective and start making progress toward it while other characters are still completing obstacles from the first objective. When all characters have completed the final objective, the infiltration is a success!",
										"While the characters are pursuing their objectives, however, they need to avoid notice. Awareness Points (AP) measure the extent to which an opposing party is aware of the PCs' actions, and apply to the party as a whole. As the PCs' Awareness Points increase, the infiltration becomes more difficult as the opposition shores up its defenses. If the PCs generate too many Awareness Points, they are found out and their infiltration fails altogether!"
									]
								},
								{
									"type": "pf2-h3",
									"source": "GMG",
									"page": 160,
									"name": "Obstacles",
									"entries": [
										"Each obstacle has certain statistics that define how it works in play. Infiltration Points (IP) represent a character's progress toward overcoming an obstacle. Each obstacle requires gaining a certain number of Infiltration Points to overcome\u2014typically 1 or 2, but some challenging obstacles might require more. PCs can gain Infiltration Points in multiple ways\u2014usually through a skill or {@skill Perception} check, but sometimes another roll or even the use of a spell or item. These methods are listed in the obstacle's Overcome entry. Unlike obstacles for chases, these use a difficulty band for the PCs' level, rather than using set DCs.",
										"The Overcome entry also lists whether the PCs need to overcome an object individually or as a group. For individual obstacles, each PC needs to earn the required number of Infiltration Points themself, while for group obstacles, all PCs working toward that obstacle pool their Infiltration Points toward it together. For example, each PC trying to scale a wall needs to earn points on their own, but the PCs could work together to search a guildhall for clues, and once one PC has picked a lock, everyone can enter.",
										"A particular PC can overcome an individual obstacle only once during an objective; likewise, the party can overcome a group obstacle only once.",
										{
											"type": "pf2-h4",
											"source": "GMG",
											"page": 161,
											"name": "Obstacles in Play",
											"entries": [
												"On a character's turn, the character describes what they do to get past the obstacle. They then attempt any required check (or perform the required action, if their choice doesn't require a check). The result of the check determines how many Infiltration Points the character gains toward overcoming that obstacle\u2014or whether they instead raise suspicions and accrue Awareness Points!",
												{
													"type": "successDegree",
													"entries": {
														"Critical Success": "The PC gains 2 Infiltration Points.",
														"Success": "The PC gains 1 Infiltration Point.",
														"Failure": "The PCs accrue 1 Awareness Point.",
														"Critical Failure": "The PCs accrue 2 Awareness Points."
													}
												},
												"If the character's actions automatically help without requiring a check, like using a spell, they usually gain 1 IP, but you can award 2 for particularly {@condition helpful} actions.",
												"Sometimes a PC might become stuck on an individual obstacle. Some opportunities (page 162) allow PCs to spend their turn helping others overcome a tricky obstacle."
											]
										},
										{
											"type": "pf2-h4",
											"source": "GMG",
											"page": 161,
											"name": "Pacing",
											"entries": [
												"The number of obstacles to require the PCs to overcome for an objective depends partly on the complexity of the infiltration. For shorter infiltrations, use fewer and lower-IP obstacles; for a longer, more complex heist, you can add more obstacles with greater complexity. Also, bear in mind how many checks the PCs will need to attempt to complete their obstacles. An objective with mostly low-IP group obstacles will move quickly because only a few rolls are required, compared to one with mostly individual obstacles that each PC needs to roll separately for."
											]
										},
										{
											"type": "pf2-h4",
											"source": "GMG",
											"page": 161,
											"name": "Sample Obstacles",
											"entries": [
												"While you'll want to create custom obstacles to suit the details of your infiltration, the following examples can be used directly in many infiltrations, or as inspiration for your own creations. You can also use the sample chase obstacles on page 159 as starting points.",
												{
													"type": "data",
													"tag": "generic",
													"style": "book",
													"data": {
														"name": "Guard Post",
														"category": "Obstacle",
														"sections": [
															[
																[
																	{
																		"name": "Infiltration Points",
																		"entry": "2 (individual);"
																	},
																	{
																		"name": "Overcome",
																		"entry": "standard, hard, or very hard {@skill Deception}, {@skill Diplomacy}, or Stealth"
																	}
																]
															],
															[
																[
																	"Guards cluster at a checkpoint, alert for unusual activity."
																]
															]
														]
													}
												},
												{
													"type": "data",
													"tag": "generic",
													"style": "book",
													"data": {
														"name": "Locked Door",
														"category": "Obstacle",
														"sections": [
															[
																[
																	{
																		"name": "Infiltration Points",
																		"entry": "1 (group);"
																	},
																	{
																		"name": "Overcome",
																		"entry": "hard or very hard {@skill Athletics} or Thievery"
																	}
																]
															],
															[
																[
																	"A locked door separates the heroes from their target."
																]
															]
														]
													}
												},
												{
													"type": "data",
													"tag": "generic",
													"style": "book",
													"data": {
														"name": "Trap",
														"category": "Obstacle",
														"sections": [
															[
																[
																	{
																		"name": "Infiltration Points",
																		"entry": "3 (group);"
																	},
																	{
																		"name": "Overcome",
																		"entry": "hard or very hard Thievery"
																	}
																]
															],
															[
																[
																	"A trap bars the characters' passage. This obstacle follows the normal degrees of success for an obstacle, with the following modification for critical failure.",
																	{
																		"type": "successDegree",
																		"entries": {
																			"Critical Failure": "The PCs accrue 2 AP as normal, and the PC who critically fails the {@skill Thievery} check also triggers the trap."
																		}
																	}
																]
															]
														]
													}
												}
											]
										}
									]
								},
								{
									"type": "pf2-brown-box",
									"source": "GMG",
									"page": 161,
									"name": "SETTING INFILTRATION SKILLS AND DCS",
									"entries": [
										"Many of the sample infiltration activities and events give a DC range instead of a fixed DC. Set the DCs based on the standard DC of the party level using the table on page 503 of the Core Rulebook, and adjust them using Table 10\u20136: DC Adjustments on page 504. When given a range of skills for an activity or event, you should vary the difficulty based on the needs of the story. For instance, if a PC is Scouting a Location, you might want to use a low DC for {@skill Stealth} (because it's easier to scout when {@condition unnoticed}), a hard one for {@skill Perception} (because while the PC might see the enemy, the enemy might also see them), and a very hard DC for {@skill Society} (because walking in like you belong is difficult if you don't have an invitation or the right uniform). This not only adds a certain degree of plausibility, but by planning for and allowing a broad range of skills as means to complete the activity, you also become better prepared for when your players improvise."
									]
								},
								{
									"type": "pf2-h3",
									"source": "GMG",
									"page": 161,
									"name": "Awareness Points",
									"entries": [
										"The trick of any infiltration is to get it done before anyone notices. Awareness Points measure the opposition's awareness of the PCs' efforts, helping you keep the pressure on and ramp up the urgency. While Infiltration Points are specific to a given obstacle, Awareness Points are a single pool spanning the entire infiltration and all participants.",
										"Awareness Points increase in three different ways. When a PC fails a check to overcome an obstacle, they incur 1 Awareness Point (or 2 on a critical failure) Other failed checks during the infiltration typically don't increase the Awareness Point total unless the failure would reasonably cause a disruption. Awareness Points also increase by 1 at the end of each round of the infiltration, as the passage of time makes it more likely that the PCs will be discovered. Finally, the PCs earn Awareness Points whenever their activities are disruptive enough to draw attention to the infiltration, subject to GM discretion.",
										"The effects of Awareness Points occur when the PCs reach certain thresholds. The specific effects and thresholds are up to you and your story, but typically for every 5 AP the PCs accrue, the challenges become harder, and if the PCs accrue enough Awareness Points (usually equal to twice the number of Infiltration Points necessary for the party as a whole to overcome all necessary obstacles), the infiltration fails.",
										"Each threshold should have an effect. It might increase the DCs for obstacles, introduce a complication, spark a combat encounter, or have other effects. Reaching the highest tier of Awareness Points means that the PCs fail, but that doesn't have to be the end of the story! Failed infiltrations are an opportunity to introduce new challenges and move the story forward in a different way.",
										"This basic Awareness Point scheme for an infiltration requiring the PCs to earn 10 IP can be used as is or tailored to your game.",
										"{@b 5 Awareness Points:} Suspicions are raised. Increase the DCs for obstacles by 1. The first time the PCs reach this tier, a complication occurs.",
										"{@b 10 Awareness Points:} The first time the PCs reach this tier, a complication occurs.",
										"{@b 15 Awareness Points:} Increase the DCs for obstacles by a total of 2, and the first time the PCs reach this tier, a complication occurs.",
										"{@b 20 Awareness Points:} The infiltration fails."
									]
								},
								{
									"type": "pf2-h3",
									"source": "GMG",
									"page": 162,
									"name": "Complications",
									"entries": [
										"Sometimes when a plan goes sour and seems like it can't get worse, it does. Complications are unexpected problems that compound the difficulty of a challenge. The party might trigger a complication by critically failing a check to overcome a challenge, by reaching a certain threshold of Awareness Points, if you need to spice up the infiltration, or through their own decisions\u2014maybe the wizard's castle has various wards, each triggered when a PC attempts to use a different kind of magic.",
										"Many complications increase Awareness Points or otherwise make infiltration more difficult. A common form of complication is attracting the attention of guards who try to stop, capture, or even kill the PCs. When this happens, the infiltration may briefly shift into encounter mode as the PCs attempt to defeat their assailants\u2014hopefully taking care not to arouse more suspicions. The sounds of battle are loud, so unless combat occurs in an isolated area or the PCs take precautions, each round of unmitigated combat noise causes them to gain Awareness Points, at the very least.",
										"When you create a complication, decide on the details of how it will play out. Each complication has a trigger that determines when it occurs. It might affect only a single character, or it might affect everyone in a certain area, and you'll need to determine whether multiple PCs can work together to overcome it or whether only one can. Complications must be overcome before the characters involved can overcome other obstacles, and attempting to overcome a complication takes a character's turn just like trying to overcome an obstacle. Many complications are one-off events and are overcome automatically, even on a failure, though not without a cost. If a complication requires PCs to gain Infiltration Points to clear it, it has an Infiltration Points entry, just like an obstacle.",
										"Don't overwhelm the characters with complications. Typically, you'll want to aim for two complications per AP threshold. Otherwise, the PCs may end up spending more time on the complications than on the heist itself, and the chance of failure may be too high.",
										"The following example is a common complication that could occur in almost any infiltration.",
										{
											"type": "data",
											"tag": "generic",
											"style": "book",
											"data": {
												"name": "Do I Know You?",
												"category": "Complication",
												"sections": [
													[
														[
															{
																"name": "Trigger",
																"entry": "The PCs reach 5 Awareness Points for the first time."
															}
														],
														[
															{
																"name": "Overcome",
																"entry": "standard, hard, or very hard {@skill Deception}, {@skill Diplomacy}, {@skill Performance}, or Stealth"
															}
														]
													],
													[
														[
															"Someone thinks they recognize you, and you must either convince them otherwise before slipping away or find a way to dodge the person entirely.",
															{
																"type": "successDegree",
																"entries": {
																	"Success": "You convince or otherwise dodge the person.",
																	"Failure": "You are recognized, and the party accrues 1 AP.",
																	"Critical Failure": "As failure, but the party accrues 2 AP."
																}
															}
														]
													]
												]
											}
										}
									]
								},
								{
									"type": "pf2-h3",
									"source": "GMG",
									"page": 162,
									"name": "Opportunities",
									"entries": [
										"Not everything that happens during an infiltration is a challenge that must be solved\u2014sometimes PCs can use their turns to aid the group in some way. Opportunities are very similar to obstacles, but they don't provide Infiltration Points or count toward the objective. They instead provide some kind of benefit, such as a magical password to disable security features further along, reducing the party's Awareness Points, or lowering the DC for a later challenge. But opportunities sometimes come with risks\u2014failing can increase the PCs' Awareness Points or trigger complications. You'll need to decide what opportunities are available and when, and whether they can be completed multiple times or only once. For example, the PCs can steal the guard's keys only once, but can cause a distraction several times.",
										"Some opportunities might be available at almost any time in any infiltration, like this example.",
										{
											"type": "data",
											"tag": "generic",
											"style": "book",
											"data": {
												"name": "Smooth The Path",
												"category": "Opportunity",
												"sections": [
													[
														[
															{
																"name": "Requirements",
																"entry": "The PC has successfully completed an individual objective and some other PCs have not."
															}
														]
													],
													[
														[
															"Having completed your objective, you help an ally who is still trying to reach that goal. Describe how you are helping. This gives the ally the benefits of {@action Follow the Expert||Following the Expert}. In unusual cases, the GM might allow you to attempt a relevant skill check to overcome the obstacle on behalf of the other PC instead."
														]
													]
												]
											}
										}
									]
								}
							]
						},
						{
							"type": "pf2-h2",
							"source": "GMG",
							"page": 162,
							"name": "PC Preparations",
							"entries": [
								"Sometimes the party has a chance to prepare before conducting their infiltration, by scouting a location, bribing officials, and so on. This takes the form of special downtime activities that can give the PCs Edge Points (EP): resources and advantages they can bring to bear during their infiltration, such as stolen uniforms, forged documents, and the like. As with infiltration opportunities, careless work runs the risk of increasing Awareness Points\u2014but in this case, before the infiltration even begins!",
								"Typically, you'll limit the preparation phase in some way, such as by setting a number of days the PCs have to prepare and by constraining how many preparation activities are available to make sure the PCs aren't entering the infiltration with so many Edge Points that the infiltration is no longer suspenseful. The more opportunities for Edge Points you give, the lower you should set the Awareness Point thresholds for complications and failure. Also decide how many times the characters can benefit from each preparation activity\u2014most activities should grant their benefits only once.",
								"You can use the activities below for your infiltration by adjusting the details, but you should also create custom activities that link directly to your story.",
								{
									"type": "pf2-h3",
									"source": "GMG",
									"page": 163,
									"name": "Edge Points",
									"entries": [
										"Edge Points (EP) represent advantages the party gains by proper planning, quick thinking, the intervention of an ally, or some other benefit. They are typically gained by pursuing opportunities in previous infiltrations or through preparation before the infiltration. When a PC fails or critically fails a check to overcome an obstacle or a complication, they can spend an Edge Point to succeed instead. Some Edge Points can be spent only during particular circumstances\u2014for instance, no matter how well you forge documents, it won't help you unlock a door\u2014so consider using unique tokens to represent such Edge Points."
									]
								},
								{
									"type": "pf2-h3",
									"source": "GMG",
									"page": 163,
									"name": "Preparation Activities",
									"entries": [
										{
											"type": "ability",
											"style": "full",
											"name": "Bribe Contact",
											"traits": [
												"downtime",
												"secret"
											],
											"cost": "A bribe worth at least one-tenth of the Currency per Additional PC listed on {@table Party Treasure by Level||Table 10\u20139: Party Treasure by Level}. Doubling this amount grants a +2 circumstance bonus to the check.",
											"requirements": "You've successfully {@action Gain Contact|GMG|Gained a Contact}.",
											"entries": [
												"You offer a bribe to your contact to help the heist in some way. Attempt a hard or very hard {@skill Deception} or {@skill Diplomacy} check.",
												{
													"type": "successDegree",
													"entries": {
														"Success": "The contact accepts the bribe and you gain 1 EP.",
														"Failure": "You believe you successfully Bribed your Contact and gained 1 EP, but in fact the contact informs the opposition of the attempted bribery, adding 1 AP to the infiltration. The GM can reveal that this Edge Point grants no benefit at any point during the infiltration, as befits the story.",
														"Critical Failure": "As failure, but adding 2 AP to the infiltration."
													}
												}
											]
										},
										{
											"type": "ability",
											"style": "full",
											"name": "Forge Documents",
											"traits": [
												"downtime",
												"secret"
											],
											"entries": [
												"You prepare forgeries that might serve as convincing props. Attempt a hard or very hard Society check.",
												{
													"type": "successDegree",
													"entries": {
														"Success": "You create convincing forgeries and gain 1 EP you can use only when presenting some form of paperwork.",
														"Failure": "You create unconvincing documents. You gain 1 EP that (unknown to you) grants no benefit when used.",
														"Critical Failure": "As a failure, but a PC who tries to use the Edge Point gets a critical failure, even if they use the Edge Point after rolling a failure."
													}
												}
											]
										},
										{
											"type": "ability",
											"style": "full",
											"name": "Gain Contact",
											"traits": [
												"downtime"
											],
											"entries": [
												"You try to make contact with an individual who can aid you in the infiltration. Attempt a normal, hard, or very hard DC {@skill Diplomacy} or Society check, or a check using a Lore skill appropriate to your prospective contact.",
												{
													"type": "successDegree",
													"entries": {
														"Success": "You make contact and gain 1 EP.",
														"Failure": "You fail to make contact.",
														"Critical Failure": "You insult or spook the contact in some way. Future attempts take a \u20132 circumstance penalty."
													}
												}
											],
											"special": [
												"Multiple critical failures might cause the contact to work against the PCs in some way, likely increasing the party's Awareness Points."
											]
										},
										{
											"type": "ability",
											"style": "full",
											"name": "Gossip",
											"traits": [
												"downtime",
												"secret"
											],
											"entries": [
												"You seek out rumors about the infiltration's target. Attempt a normal, hard, or very hard {@skill Diplomacy} check.",
												{
													"type": "successDegree",
													"entries": {
														"Critical Success": "You gain inside information about the location or group you're trying to infiltrate. This grants you a +2 circumstance bonus to future checks you attempt for preparation activities for this infiltration. If you share this information, those you share it with also gain this bonus.",
														"Success": "You gain inside information about the place or group you're attempting to infiltrate that aids your planning.",
														"Failure": "You learn nothing.",
														"Critical Failure": "You hear a few mistaken rumors and take a \u20132 circumstance penalty to your next check for a preparation activity. Word spreads around that you're asking after that group or individual, increasing your Awareness Points by 1."
													}
												}
											]
										},
										{
											"type": "ability",
											"style": "full",
											"name": "Scout Location",
											"traits": [
												"downtime",
												"secret"
											],
											"entries": [
												"You spend time observing the place or group you wish to infiltrate. Attempt a normal, hard, or very hard DC Perception, Society or {@skill Stealth} check.",
												{
													"type": "successDegree",
													"entries": {
														"Success": "You make observations that provide 1 EP.",
														"Failure": "You learn nothing particularly noteworthy.",
														"Critical Failure": "You misjudge some aspect of what you observed, gaining 1 EP that results in a critical failure instead of a success when used, even if a PC uses the Edge Point after rolling a failure."
													}
												}
											]
										},
										{
											"type": "ability",
											"style": "full",
											"name": "Secure Disguises",
											"traits": [
												"downtime"
											],
											"entries": [
												"You seek to procure or create disguises. Attempt a normal, hard, or very hard {@skill Crafting}, {@skill Deception}, {@skill Performance}, or Society check.",
												{
													"type": "successDegree",
													"entries": {
														"Success": "You procure or creates disguises, gaining 1 EP that can be used only to maintain a cover identity.",
														"Failure": "Your efforts result in an unusable disguise."
													}
												}
											]
										}
									]
								},
								{
									"type": "pf2-brown-box",
									"source": "GMG",
									"page": 163,
									"name": "BUILDING AN INFILTRATION",
									"entries": [
										"For most infiltrations, you'll want to detail the site or group the PCs are trying to infiltrate. This might involve mapping a building or fleshing out NPCs within the organization\u2014or, most likely, both. You likely need to know the party's objectives before you can decide on these details, but knowing this information can help you brainstorm the obstacles, opportunities, and complications of the infiltration itself. Also, with details on the site and its adversaries, you can more confidently improvise when the PCs do something unexpected!"
									]
								}
							]
						}
					]
				},
				{
					"type": "pf2-h1",
					"blue": true,
					"source": "GMG",
					"page": 164,
					"name": "Reputation",
					"entries": [
						"Reputation is a mid- to long-term subsystem wherein the PCs accumulate or lose Reputation Points with a particular group of people, whether it be a guild, a government, a church, a village, or anything else you can think of. The PCs gain Reputation Points by performing favors for the organization, to a maximum of 50 Reputation Points, and lose Reputation Points by doing disservices, to a minimum of \u201350 Reputation Points.",
						{
							"type": "pf2-h2",
							"source": "GMG",
							"page": 164,
							"name": "Favors",
							"entries": [
								"Each favor the PCs perform for a group normally grants the PCs Reputation Points with that group.",
								{
									"type": "list",
									"items": [
										"Minor favors are simple, basic tasks that don't take too much effort for a PC to perform or much time at the table. Minor favors grant 1 Reputation Point.",
										"Moderate favors require a significant amount of effort and often take up a session or a noticeable chunk of a single session to complete. Moderate favors grant 2 Reputation Points.",
										"Major favors are a sizable endeavor, typically an entire quest involving several sessions. Major favors grant 5 Reputation Points."
									]
								}
							]
						},
						{
							"type": "pf2-h2",
							"source": "GMG",
							"page": 164,
							"name": "Disservices",
							"entries": [
								"On the flip side, disservices are a catchall for ways the PCs might make a group angry, whether it's through actual malice and planning on the PCs' part or simply by accident. Unlike favors, disservices don't have as easy a correspondence with in-game time; a quick but particularly egregious action could easily still be a major disservice. Disservices normally lose the PCs Reputation Points.",
								{
									"type": "list",
									"items": [
										"Minor disservices could be small but significant missteps, or accumulated slights and inconveniences. Minor disservices take away 1 Reputation Point.",
										"Moderate disservices are more than just a nuisance or annoyance, generally significantly hindering the group's efforts or violating a fundamental tenet of the group's beliefs in a significant but not egregious way. Moderate disservices take away 2 Reputation Points.",
										"Major disservices are incredibly antagonistic to a group, usually a single brazen act, such as thwarting a cabal's apocalyptic doomsday plan. Major disservices take away at least 5 Reputation Points, or more if they are particularly egregious. They might be so terrible that the PCs immediately lose all their Reputation Points and {@i then} lose 5 more Reputation Points."
									]
								}
							]
						},
						{
							"type": "pf2-h2",
							"source": "GMG",
							"page": 164,
							"name": "Reputations",
							"entries": [
								"PCs generally start with a reputation of \"ignored\" with most groups, as most groups have never heard of them.",
								"If they are particularly famous or infamous among related groups, the PCs might start at a different reputation of your choice. The reputation is generalized to the whole group\u2014an individual NPC can hold a different opinion.",
								{
									"type": "table",
									"source": "GMG",
									"page": 164,
									"name": "REPUTATIONS",
									"id": "3-2",
									"colStyles": [
										"",
										"text-center",
										"",
										""
									],
									"rows": [
										[
											"Reputation",
											"Reputation Points",
											"Raised By",
											"Lowered By"
										],
										[
											"Revered",
											"30 to 50",
											"Major favor",
											"Moderate or major disservice"
										],
										[
											"Admired",
											"15 to 29",
											"Major favor",
											"Any disservice"
										],
										[
											"Liked",
											"5 to 14",
											"Moderate or major favor",
											"Any disservice"
										],
										[
											"Ignored",
											"\u20134 to 4",
											"Any favor",
											"Any disservice"
										],
										[
											"Disliked",
											"\u20135 to \u201314",
											"Any favor",
											"Moderate or major disservice"
										],
										[
											"Hated",
											"\u201315 to \u201329",
											"Any favor",
											"Major disservice"
										],
										[
											"Hunted",
											"\u201330 to \u201350",
											"Moderate or major favor",
											"Major disservice."
										]
									]
								},
								{
									"type": "pf2-h3",
									"source": "GMG",
									"page": 164,
									"name": "Ignored",
									"entries": [
										"The PCs either aren't on this group's radar or the group knows about the PCs but is generally ambivalent to them.",
										"This is the default for most PCs with most groups, and it carries no special benefits or detriments."
									]
								},
								{
									"type": "pf2-h3",
									"source": "GMG",
									"page": 164,
									"name": "Liked",
									"entries": [
										"The PCs have gained this group's favor. Many members of the group know about the PCs, and those who do are usually {@condition friendly} to them. At this reputation, only moderate and major favors accrue Reputation Points; it takes more to impress the group further."
									]
								},
								{
									"type": "pf2-h3",
									"source": "GMG",
									"page": 164,
									"name": "Admired",
									"entries": [
										"The PCs have earned this group's admiration. The majority of the group knows about the PCs and have an extremely favorable opinion toward them. Many members of the group are {@condition helpful} toward the PCs, and those who aren't are {@condition friendly}. Only major favors accrue Reputation Points."
									]
								},
								{
									"type": "pf2-h3",
									"source": "GMG",
									"page": 164,
									"name": "Revered",
									"entries": [
										"The group reveres the PCs as heroes and celebrities. Every member has heard of the PCs, is {@condition helpful} toward them, and would take major risks to assist them. Only major favors accrue Reputation Points, and only moderate or major disservices can reduce them."
									]
								},
								{
									"type": "pf2-h3",
									"source": "GMG",
									"page": 165,
									"name": "Disliked",
									"entries": [
										"The PCs have a poor reputation among members of this group. Many members of the group know about the PCs, and are usually {@condition unfriendly} to them. At this reputation, only moderate and major disservices reduce Reputation Points."
									]
								},
								{
									"type": "pf2-h3",
									"source": "GMG",
									"page": 165,
									"name": "Hated",
									"entries": [
										"The PCs have earned this group's ire. The vast majority of the group knows about the PCs and have an extremely unfavorable opinion toward them. Many members of the group are {@condition hostile} toward the PCs, and those who aren't are {@condition unfriendly}. When presented an easy opportunity to hurt the PCs, the group will jump at the chance. Only major disservices can still reduce Reputation Points."
									]
								},
								{
									"type": "pf2-h3",
									"source": "GMG",
									"page": 165,
									"name": "Hunted",
									"entries": [
										"The group actively hunts the PCs as scapegoats or nemeses, even at significant cost to itself. Every member has heard of the PCs, is {@condition hostile} toward them, and would take major risks to thwart or destroy them. Only major disservices can still reduce Reputation Points, and only moderate or major favors can increase them."
									]
								}
							]
						},
						{
							"type": "pf2-h2",
							"source": "GMG",
							"page": 165,
							"name": "Running Reputation",
							"entries": [
								"Using Reputation Points in the background allows you to track the PCs' status with a variety of groups or factions in your campaign based on the PCs' actions and choices. This is especially useful for a sandbox campaign or other structure with numerous possibilities, helping you build a reactive structure and track how PCs are doing with groups they interact with only occasionally. When the point totals don't fit the story, use common sense. For instance, if the PCs are hunted by the town guard due to a corrupt mayor, but then perform a major quest revealing the mayor's wrongdoing and saving the town, that might jump them from the worst negative reputation to a much more positive reputation. Similarly, the PCs' foes could frame them, harming the PCs' reputation though they've done no disservice.",
								{
									"type": "pf2-brown-box",
									"source": "GMG",
									"page": 165,
									"name": "REPUTATION IN PATHFINDER SOCIETY ORGANIZED PLAY",
									"entries": [
										"Pathfinder Society Organized Play uses a version of the reputation subsystem with various factions to offer unique benefits for different characters, with different Reputation Point thresholds that adapted to the Organized Play structure. Check it out for inspiration for reputation in your own game!"
									]
								}
							]
						}
					]
				},
				{
					"type": "pf2-h1",
					"blue": true,
					"source": "GMG",
					"page": 166,
					"name": "Duels",
					"entries": [
						{
							"type": "pf2-h2",
							"source": "GMG",
							"page": 166,
							"name": "Setting Up a Duel",
							"entries": [
								"Participants must willingly agree to the duel and to abide by its rules. If one of the duelists breaks the duel's rules (and, more importantly, is caught doing so), that duelist loses, taking any penalties agreed upon when the challenge was accepted. Here are some sample dueling rules.",
								{
									"type": "pf2-h3",
									"source": "GMG",
									"page": 166,
									"name": "Compete Alone",
									"entries": [
										"It's customary that each participant must compete alone and may receive no help from outside sources.",
										"However, some duels pit pairs of combatants against one another (either all together or as tag teams)"
									]
								},
								{
									"type": "pf2-h3",
									"source": "GMG",
									"page": 166,
									"name": "Limited Tools",
									"entries": [
										"The participants agree to the tools, including weapons and magic items, before the duel starts. Most combat duels that don't involve magic limit participants to melee weapons and prohibit the use of poison. Some duels forbid the use of polearms and other reach weapons. A spellcasting duel might agree upon a roughly equal number of magic items, and a cap on the power (in game terms, the level) of the items. Some spellcasting duels might prohibit certain types of spells, such as summoning or necromancy."
									]
								},
								{
									"type": "pf2-h3",
									"source": "GMG",
									"page": 166,
									"name": "Duration",
									"entries": [
										"Combat duels typically last either until first blood (hitting and dealing damage) or until one of the duelists is knocked out. Most duels allow a participant to yield, which means they concede victory to their opponent, though sometimes this could diminish their social standing. Duels of talent usually involve several equal turns in which the duelists display their ability."
									]
								},
								{
									"type": "pf2-h3",
									"source": "GMG",
									"page": 166,
									"name": "Adjudication",
									"entries": [
										"Most duels are overseen by a third party who ensures the duelists don't break the duel's rules\u2014inadvertently or by cheating. Where duels are legal, this is typically a constable or magistrate. In other places, a cleric or other respected figure serves as judge. Typically the GM plays the judge."
									]
								}
							]
						},
						{
							"type": "pf2-h2",
							"source": "GMG",
							"page": 166,
							"name": "Combat Duels",
							"entries": [
								"Unlike the other subsystems in this chapter, a combat duel works almost the same as a normal combat encounter, with a few exceptions. These rules require exceptional focus between two duelists and a third-party arbiter, and thus are not available in a normal combat.",
								{
									"type": "pf2-h3",
									"source": "GMG",
									"page": 167,
									"name": "Initiative and Dueling Actions",
									"entries": [
										"Unlike in typical combat, the duelists roll initiative checks at the beginning of each round of combat. Each round the combatant can choose to use {@skill Deception}, {@skill Intimidation}, or {@skill Perception} when they roll initiative. Because a duelist might act twice in a row, durations that last until the beginning of a duelist's next turn might function oddly. A duelist acting second can choose to avoid such abilities that turn, or can choose to act second if they win initiative on the next round.",
										"If the duelist is at least trained in whichever initiative choice they pick, they gain the corresponding dueling reaction that round: Bullying Press for {@skill Intimidation}, Deceptive Sidestep for {@skill Deception}, or Sense Weakness for {@skill Perception}. Neither duelist is aware of what type of roll the other used for initiative\u2014surprise and the use of dueling actions are a part of dueling strategies. Familiars and companions, even when allowed in the duel, can't use these actions, nor can bystanders.",
										{
											"type": "ability",
											"style": "full",
											"name": "Bullying Press",
											"activity": {
												"unit": "reaction",
												"number": 1
											},
											"traits": [
												"flourish"
											],
											"trigger": "You attempt a melee Strike against your opponent, but haven't rolled yet.",
											"requirements": "You're in a duel, you're trained in {@skill Intimidation}, and you rolled an {@skill Intimidation} check for initiative this round.",
											"entries": [
												"If you hit, your opponent becomes frightened 1. If your opponent is using Perception for initiative when this ability is used, they become frightened 2 instead."
											]
										},
										{
											"type": "ability",
											"style": "full",
											"name": "Deceptive Sidestep",
											"activity": {
												"unit": "reaction",
												"number": 1
											},
											"traits": [
												"misfortune"
											],
											"trigger": "An opponent hits, but does not critically hit you, with a melee Strike.",
											"requirements": "You're in a duel, you're trained in {@skill Deception}, and you rolled a {@skill Deception} check for initiative this round.",
											"entries": [
												"You draw your enemy in and pull away at the last moment. The triggering opponent must roll again and take the second result. If your opponent is using {@skill Intimidation} for initiative when this ability is used, they also take a \u20132 circumstance penalty to the second attack roll."
											]
										},
										{
											"type": "ability",
											"style": "full",
											"name": "Sense Weakness",
											"activity": {
												"unit": "reaction",
												"number": 1
											},
											"trigger": "You attempt a melee Strike against your opponent, but haven't rolled yet.",
											"requirements": "You're in a duel, you're trained in Perception, and you rolled a Perception check for initiative this round.",
											"entries": [
												"You pick a precise moment to attack, giving you an edge. Your opponent is {@condition flat-footed} against the attack. If your opponent is using {@skill Deception} for initiative when this ability is used, they are instead {@condition flat-footed} until the start of their next turn."
											]
										}
									]
								},
								{
									"type": "pf2-h3",
									"source": "GMG",
									"page": 167,
									"name": "Ending the Duel",
									"entries": [
										"The duel ends when the duel's judge confirms the victory condition, when the judge determines one of the duelists has cheated, or when one of the duelists yields. Note that if either of the combatants attempts to continue the duel after its end, the combatants should roll initiative and proceed with normal combat."
									]
								}
							]
						},
						{
							"type": "pf2-h2",
							"source": "GMG",
							"page": 167,
							"name": "Spellcasting Duels",
							"entries": [
								"Like combat duels, spellcasting duels take place in encounter mode, but their rules are not available during normal combat. They are typically more organized affairs than combat duels. Many spellcasting duels prohibit any sort of combat but spellcasting. They typically have the duelists take turns casting a turn's worth of spells, giving their rivals a chance to counter the spells if they can.",
								{
									"type": "pf2-h3",
									"source": "GMG",
									"page": 167,
									"name": "Initiative and Dueling Actions",
									"entries": [
										"In most cases, each duelist rolls initiative normally and proceeds in that initiative order throughout the duel, unlike in a combat duel. Each duelist can roll an {@skill Arcana}, {@skill Nature}, {@skill Occultism}, or {@skill Religion} check instead of {@skill Perception}. If they are trained at that skill, they gain the tradition focus of that skill, which allows them to hone in on a certain magical school corresponding to the check they made for their initiative roll. They also gain the Dueling Counter reaction, which enables a duelist to counter their opponent's spell if their tradition focus matches the tradition of that spell.",
										"They also gain the Change Tradition Focus action, which changes the duelist's tradition focus to a different tradition.",
										"Familiars and companions, even when allowed in the duel, can't use these actions, nor can bystanders.",
										"When mixing a spellcasting duel and a combat duel, use the initiative rules for combat dueling, but allow the duelist to roll {@skill Arcana}, {@skill Nature}, {@skill Occultism}, or {@skill Religion} for their initiative checks. They still gain the Dueling Counter reaction and Change Tradition Focus action, though Change Tradition Focus is less useful in combat duels.",
										{
											"type": "ability",
											"style": "full",
											"name": "Dueling Counter",
											"activity": {
												"unit": "reaction",
												"number": 1
											},
											"traits": [
												"magical"
											],
											"trigger": "Your opponent {@action Cast a Spell||Casts a Spell} from the same tradition as your tradition focus.",
											"requirements": "You are in a duel and have a tradition focus.",
											"entries": [
												"Expend a prepared spell or spell slot. You then attempt to counteract the triggering spell with the expended spell."
											]
										},
										{
											"type": "ability",
											"style": "full",
											"name": "Change Tradition Focus",
											"activity": {
												"unit": "action",
												"number": 1
											},
											"requirements": "You are in a duel and are trained in the skill for the tradition you're changing your focus to ({@skill Arcana} for arcane, {@skill Occultism} for occult, {@skill Nature} for primal, or {@skill Religion} for divine).",
											"entries": [
												"You change your tradition focus to another magical tradition."
											]
										}
									]
								},
								{
									"type": "pf2-h3",
									"source": "GMG",
									"page": 167,
									"name": "Ending the Duel",
									"entries": [
										"Just like a combat duel, a spellcasting duel ends when the duel's judge confirms the victory condition, when the judge determines one of the duelists has cheated, or when one of the duelists yields. As with a combat duel, if either of the combatants attempts to continue the duel after its end, the combatants should roll initiative and proceed with normal combat."
									]
								}
							]
						}
					]
				},
				{
					"type": "pf2-h1",
					"blue": true,
					"source": "GMG",
					"page": 168,
					"name": "Leadership",
					"entries": [
						"Leadership is a long-term subsystem wherein one or more PCs establish a fledgling organization and accumulate followers over time. This subsystem provides a flexible way to reflect the party's growing influence in and connection to the world around them through downtime events and periodic benefits similar to those gained from joining an existing in-world organization. The organization can come into play only during downtime, or it can provide adventure seeds or even play a major role in a campaign.",
						{
							"type": "pf2-h2",
							"source": "GMG",
							"page": 168,
							"name": "Organization Levels",
							"entries": [
								"Every organization has a level from 1 to 20. Any organization below level 1 has no followers; it's just an ordinary group of PCs. Unlike many other subsystems in this chapter, leveling up an organization in the leadership subsystem does not involve accumulating points. Instead, the process of growing the organization itself is what causes it to level up! As a reward for quests, roleplaying scenes, or succeeding at other subsystems (particularly influence or reputation), the PCs can add an NPC follower to their organization. At first, only a few level 0 NPCs follow the PCs, but as the party builds up more followers, they can also gain followers of higher and higher level, as well as a small number of higher-level lieutenants to lead groups of followers. Once an organization has recruited enough followers, the organization itself levels up, which increases the maximum level of followers, the number of lieutenants, and the level range of those lieutenants.",
								{
									"type": "table",
									"source": "GMG",
									"page": 168,
									"name": "ORGANIZATION STATISTICS BY LEVEL",
									"id": "3-3",
									"colStyles": [
										"text-center",
										"text-center",
										"text-center",
										"text-center",
										"text-center"
									],
									"rows": [
										[
											"Level",
											"Followers",
											"Max Follower Level",
											"Lieutenants",
											"Lieutenants Levels"
										],
										[
											"1",
											"1\u20132",
											"0",
											"\u2014",
											"\u2014"
										],
										[
											"2",
											"3\u20134",
											"0",
											"\u2014",
											"\u2014"
										],
										[
											"3",
											"5\u20136",
											"0",
											"1",
											"1"
										],
										[
											"4",
											"7\u20139",
											"0",
											"1",
											"1"
										],
										[
											"5",
											"10\u201313",
											"0",
											"1",
											"1"
										],
										[
											"6",
											"14\u201318",
											"1",
											"2",
											"2"
										],
										[
											"7",
											"19\u201327",
											"1",
											"2",
											"2"
										],
										[
											"8",
											"28\u201336",
											"1",
											"3",
											"2\u20133"
										],
										[
											"9",
											"37\u201353",
											"1",
											"4\u20135",
											"2\u20133"
										],
										[
											"10",
											"54\u201375",
											"2",
											"6\u20137",
											"3\u20134"
										],
										[
											"11",
											"76\u201399",
											"2",
											"8\u201310",
											"3\u20134"
										],
										[
											"12",
											"100\u2013150",
											"2",
											"11\u201315",
											"3\u20135"
										],
										[
											"13",
											"151\u2013215",
											"2",
											"16\u201322",
											"3\u20135"
										],
										[
											"14",
											"216\u2013300",
											"3",
											"23\u201330",
											"4\u20136"
										],
										[
											"15",
											"301\u2013425",
											"3",
											"31\u201342",
											"4\u20136"
										],
										[
											"16",
											"426\u2013600",
											"3",
											"43\u201360",
											"4\u20137"
										],
										[
											"17",
											"601\u2013850",
											"3",
											"61\u201385",
											"4\u20137"
										],
										[
											"18",
											"851\u20131,200",
											"4",
											"86\u2013120",
											"5\u20138"
										],
										[
											"19",
											"1,201\u20131,700",
											"4",
											"121\u2013170",
											"5\u20138"
										],
										[
											"20",
											"1,701\u20132,400",
											"4",
											"171\u2013240",
											"5\u20139"
										]
									]
								}
							]
						},
						{
							"type": "pf2-h2",
							"source": "GMG",
							"page": 168,
							"name": "Base of Operations",
							"entries": [
								"Beyond the very smallest organizations, PCs need some kind of base of operations the organization calls home. This allows the organization to function and grow in its intended role. For instance, if the PCs run a mercenary army, it might have a keep for training and as a base for defending the nearby area. While organizations usually gain a base of operations early in their existence, they must have one by 6th level unless the story of the organization demands otherwise. A base of operations is not necessarily immobile; a caravan, circus, or flagship (or fleet, for a larger organization) could serve well for wandering organizations."
							]
						},
						{
							"type": "pf2-h2",
							"source": "GMG",
							"page": 168,
							"name": "Organization Npcs",
							"entries": [
								"Followers and lieutenants are noncombatant NPCs of the levels indicated on Table 3\u20133: Organization Statistics by Level. When an organization has followers or lieutenants of several levels, most of them are at the lowest possible level. As a rule of thumb, an organization has twice as many NPCs of a given level than of the next-higher level. This allows you to quickly estimate the level composition of the organization's members, but you can of course change the levels of various followers as much as you like. When the minimum level for lieutenants increases, either the lower-level lieutenants level up to the new minimum, or they become followers of more powerful lieutenants the PCs recruit, whichever fits best with the story.",
								"Followers and lieutenants are loyal to the PCs and their organization, working to maintain the organization, its base of operations, and their own way of life. Because of this work, PCs don't need to pay for basic upkeep of their base of operations or for expansions to house the burgeoning activity as their organization grows in level\u2014the followers and lieutenants take care of all of that. But similarly, these followers and lieutenants never get involved in the PCs' adventuring, nor do they provide a source of free magic or labor.",
								{
									"type": "pf2-h3",
									"source": "GMG",
									"page": 168,
									"name": "Cohorts and New Pcs",
									"entries": [
										"While the followers and lieutenants who define an organization's advancement don't accompany the PCs on adventures, sometimes the organization is the perfect plot hook to introduce an NPC who will be traveling along with the party or a new PC hoping to join the party. For instance, if the PCs are running a mercenary army, a rising officer might become a new PC. Treat such NPC cohorts and PCs just like any other additional characters in the party, with an enriched story that ties them to the PCs."
									]
								}
							]
						},
						{
							"type": "pf2-h2",
							"source": "GMG",
							"page": 169,
							"name": "Running Leadership",
							"entries": [
								"When running a game with the leadership subsystem, adding new NPCs who join the PCs' cause becomes a type of reward you should grant the PCs consistently throughout the campaign. For a typical rate of growth, give the PCs enough followers for the organization to level up at roughly the same rate as the PCs. In some cases, you might want to vary that rate\u2014sometimes drastically. Perhaps the 10th-level PCs have a 20th-level organization with top lieutenants nearly as powerful as the PCs, or maybe the PCs start gathering followers only at 15th level and start their organization from scratch as a 1st-level organization.",
								{
									"type": "pf2-h3",
									"source": "GMG",
									"page": 169,
									"name": "Leadership Events",
									"entries": [
										"During downtime, or over the course of long stretches of time when the PCs aren't in downtime but their organization is operating in the background, you should periodically provide special leadership events. These are in addition to the events you would normally provide the PCs during downtime. These should generally be a good mix between the following three categories.",
										"{@b Opportunity:} An opportunity offers the PCs a chance to steer the ship for their organization by making a decision that shapes the organization moving forward, with consequences generally ranging from neutral to a mix of good and bad. For instance, the Aspis Consortium offers the PCs a deal to store their goods in the PCs' mercenary fort. Accepting gives the PCs money, but they'll have to deal with the consortium's unsavory goods. Rejecting the proposal might upset the consortium, but it allows the PCs to show their priorities between conscience and coin.",
										"{@b Trouble:} Something's gone wrong with the organization, requiring the PCs' attention or assistance to solve. Perhaps the thieves' guild is dealing with a clever new guard captain and needs help from the PCs to stay safe. Typically the resources the PCs need to invest to solve the troubles should be less than the benefits the PCs gain from windfalls to ensure that the organization is providing a substantial benefit to the PCs, rather than simply evening out.",
										"{@b Windfall:} The organization has received an unexpected benefit that helps the PCs. This is typically access to an uncommon option: perhaps the organization researched a new spell or discovered the techniques for an uncommon feat. However, it could be extra money or resources, clues for the PCs' adventures, political prestige, or anything else you can think of. The players might even be able to suggest a few options for their followers and lieutenants to work toward to give you some ideas."
									]
								}
							]
						}
					]
				},
				{
					"type": "pf2-h1",
					"blue": true,
					"source": "GMG",
					"page": 170,
					"name": "Hexploration",
					"entries": [
						"While you can represent long, heroic journeys using normal exploration, if you want something more detailed, you can use the hexploration subsystem instead. This is a method where the overland map is divided into individual hexagonal sections of territory. During their exploration, the PCs travel through and explore individual hexes, finding interesting sites, secrets, resources, and dangers.",
						"The pace of travel is measured in days rather than hours or minutes. This means choosing hexploration activities are more akin to choosing downtime activities than exploration activities. Each day, the PCs explore or travel through a region of the wilderness measured in hexes on a map to survey, discover resources, forage, find sites, and reconnoiter potential foes and allies.",
						"Hexploration is ideal for sandbox-style campaigns, where the players are at liberty to set the course of their own adventure. The GM populates a region with interesting locations and situations that the players explore in any order they see fit.",
						{
							"type": "pf2-h2",
							"source": "GMG",
							"page": 170,
							"name": "Designing a Hexploration Map",
							"entries": [
								"The best way to map the area is with a hex grid. Each hex represents a discreet area 12 miles from corner to corner, which can be traveled across and explored in about 1 day even by slower-moving groups. Hexes track the distance the party travels while exploring and define the bounds of certain types of terrain.",
								"When designing your hex map, it's best to have each hex represent one primary terrain type. This doesn't mean that's the only feature of the land in this hex, but it is the predominant type and represents the challenges of traveling across and exploring that hex. You can also give your hex other elements: a river or a road might snake through the area, or it could contain a castle, cave, village, fort, or some other type of encounter setting. You can quickly draw your map using just a few colors, some basic symbols, and letters or numbers for reference.",
								"But this is only the start. This detailed map is your GM map, holding all the secrets for the PCs to discover. Give the players a blank map that they can fill in as they explore the wilderness hex by hex. The more they explore, the more their map will look like yours.",
								{
									"type": "pf2-h3",
									"source": "GMG",
									"page": 170,
									"name": "Populating Hexes",
									"entries": [
										"When populating a hexploration map, keep in mind that you have little control over which areas the players choose to explore first\u2014or if they'll explore those areas at all. Because hexploration leads to nonlinear, player-guided play, consider providing hooks within encounters and sites for them to explore in several directions from their starting point. You can provide some direction by presenting jobs like exploring a site on behalf of an NPC, escorting travelers, delivering goods, or scouting a region for a local noble. This typically leads to a set encounter (see below).",
										{
											"type": "pf2-h4",
											"source": "GMG",
											"page": 170,
											"name": "Set Encounters",
											"entries": [
												"Even a sandbox adventure has a story or is the setting of multiple stories. Set encounters, be they just a simple encounter or an entire adventuring site, can serve as important beats in the story behind the PCs' exploration. These are typically the points on the hex maps the PCs are searching for, and the discovery of one set encounter will often incorporate story points that lead to the next."
											]
										},
										{
											"type": "pf2-h4",
											"source": "GMG",
											"page": 170,
											"name": "Random Encounters",
											"entries": [
												"You can instill additional danger into your hexploration by including random encounters, whether they take the form of interesting features, natural hazards, or creatures native to the terrain. It can help to create a series of short lists in advance, each including a mix of three types of encounters: harmless, hazards, and creature encounters. Then create tables to randomize the results, or simply pick whichever encounter you think would work best for your hexploration narrative when these encounters occur (as described in Random Encounters on page 173). It's often easier to create a list by terrain rather than for each hex. The forest hexes could have their own random encounter list while the plains beyond have a different list, possibly with some overlap.",
												"A harmless encounter is just that: the party is in no danger from it. Harmless encounters can be opportunities to flesh out the world with interesting bits of set-dressing, like a shrine on the side of the road dedicated to a minor god, opportunities for the party to interact with other travelers, or simply interesting or noteworthy moments on the road, like a distant and dazzling electrical storm.",
												"Hazard encounters can include those located in the Hazards section on pages 520\u2013529 of the {@i Core Rulebook} and pages 77\u201381 of this book, primarily the environmental hazards and haunts. You can also create your own hazards using the rules found in Building Hazards on page 74.",
												"Creature encounters can use the creatures found in the {@i Bestiary}, or you can create your own using the rules found in Building Creatures on page 56.",
												"Plan your hazard and monster encounters with a degree of flexibility so you can tailor them to the PCs' current level, perhaps by creating a lower-level encounter and including notes on how to scale it up. Alternatively, if you want to run a more challenging or open-world hexploration, don't adapt to your players at all. Make a variety of encounters, some of which are so powerful that the correct tactic is to flee. You can even create a chase to make the escape exciting (see Chases on page 156)"
											]
										},
										{
											"type": "pf2-h4",
											"source": "GMG",
											"page": 171,
											"name": "Terrain",
											"entries": [
												"While each hex should have a predominant terrain type, your terrain can come alive using the info in the Environment section on pages 512\u2013519 of the {@i Core Rulebook}. A hex might also include a river or road. These can cut through the terrain, making it easier for the PCs to travel through the hex, so long as they follow the path. Additionally, each hex might have special features like resources and secrets (see the Types of Terrain sidebar on page 172)"
											]
										}
									]
								},
								{
									"type": "pf2-h3",
									"source": "GMG",
									"page": 171,
									"name": "Generating Random Hex Maps",
									"entries": [
										"If you'd like to create your map randomly, begin by selecting a hex on a blank map as the starting point. Then decide the type of terrain for that starting point or roll it on Table 3\u20134: Random Terrain Type. From that point onward, let the players decide which direction they travel. If they enter an unexplored hex, generate that hex by rolling {@dice 1d20} on Table 3\u20134 and Table 3\u20135: Random Terrain Feature to determine a type and element for that hex. Apply common sense when producing terrain in this way. Unless magic is involved, it is unlikely a patch of arctic ice would appear in the heart of a desert\u2014though figuring out a way for that to occur could lead to an interesting encounter or subplot later on.",
										{
											"type": "table",
											"rollable": true,
											"source": "GMG",
											"page": 171,
											"name": "RANDOM TERRAIN TYPE",
											"id": "3-4",
											"colSizes": [
												1,
												4
											],
											"rows": [
												[
													"{@dice 1d20}",
													"Result"
												],
												[
													"1\u20133",
													"Plains"
												],
												[
													"4\u20135",
													"Desert"
												],
												[
													"6\u20137",
													"Aquatic (lake, sea, or ocean)"
												],
												[
													"8\u20139",
													"Mountain"
												],
												[
													"10\u201311",
													"Forest"
												],
												[
													"12",
													"Swamp"
												],
												[
													"13",
													"Arctic"
												],
												[
													"14\u201320",
													"Match the previous hex"
												]
											]
										},
										{
											"type": "table",
											"rollable": true,
											"source": "GMG",
											"page": 171,
											"name": "RANDOM TERRAIN FEATURE",
											"id": "3-5",
											"colSizes": [
												1,
												4
											],
											"rows": [
												[
													"{@dice 1d20}",
													"Result"
												],
												[
													"1\u20133",
													"{@b Landmark} A feature of some significance that distinguishes the hex as noteworthy."
												],
												[
													"4\u20136",
													"{@b Secret} The hex contains a secret the party uncovers upon exploring the hex."
												],
												[
													"7\u20139",
													"{@b Resource} The hex contains some valuable resource appropriate to the terrain."
												],
												[
													"10\u201320",
													"{@b Standard} A standard representation of the terrain type."
												]
											]
										},
										{
											"type": "pf2-brown-box",
											"source": "GMG",
											"page": 172,
											"name": "TYPES OF TERRAIN",
											"entries": [
												"The following are examples of the types of terrain you can use when creating your hexploration map. Each section provides the difficulty of traversing that terrain (either open, difficult, or {@quickref greater difficult terrain||3|terrain}) and the potential resources and secrets found there.",
												{
													"type": "pf2-title",
													"style": "text-left",
													"name": "AQUATIC"
												},
												{
													"type": "list",
													"style": "list-no-bullets",
													"items": [
														"{@b Terrain} typically requires a boat or a swim speed; depends on the strengths of currents and the weather",
														"{@b Resources} seafood, coral, pearls, shipwrecks",
														"{@b Secrets} remote islands filled with monsters, isolated communities, pirates, flooded or underwater cities of aquatic creatures"
													]
												},
												{
													"type": "pf2-title",
													"style": "text-left",
													"name": "ARCTIC"
												},
												{
													"type": "list",
													"style": "list-no-bullets",
													"items": [
														"{@b Terrain} typically difficult or greater difficult terrain",
														"{@b Resources} scarce food (broken ice floes that allow for fishing, breeding grounds for seals or whales)",
														"{@b Secret} thawed passes that allow ship travel, hidden caverns, isolated communities of arctic dwellers"
													]
												},
												{
													"type": "pf2-title",
													"style": "text-left",
													"name": "DESERT"
												},
												{
													"type": "list",
													"style": "list-no-bullets",
													"items": [
														"{@b Terrain} typically difficult or greater difficult terrain",
														"{@b Resources} water sources (underground springs, oases, and streams), mineral wealth",
														"{@b Secrets} forgotten civilizations beneath the dunes"
													]
												},
												{
													"type": "pf2-title",
													"style": "text-left",
													"name": "FOREST"
												},
												{
													"type": "list",
													"style": "list-no-bullets",
													"items": [
														"{@b Terrain} typically {@quickref difficult terrain||3|terrain}, or {@quickref greater difficult terrain||3|terrain} for a dense jungle",
														"{@b Resources} diverse flora and fauna, natural remedies, plentiful game",
														"{@b Secrets} bandit encampment, druid's henge, fey-touched glade or mushroom circle"
													]
												},
												{
													"type": "pf2-title",
													"style": "text-left",
													"name": "MOUNTAIN"
												},
												{
													"type": "list",
													"style": "list-no-bullets",
													"items": [
														"{@b Terrain} typically {@quickref greater difficult terrain||3|terrain}, or {@quickref difficult terrain||3|terrain} for hills",
														"{@b Resources} minerals (including gold, silver, and gemstones)",
														"{@b Secrets} hidden pass, watchtower or waypoint constructed by a nearby empire, dragon's lair, bandit hideout"
													]
												},
												{
													"type": "pf2-title",
													"style": "text-left",
													"name": "PLAIN"
												},
												{
													"type": "list",
													"style": "list-no-bullets",
													"items": [
														"{@b Terrain} open terrain",
														"{@b Resources} useful plants (flax or cotton)",
														"{@b Secrets} artifacts abandoned after a historic battle, valuables buried by outlaws for later retrieval"
													]
												},
												{
													"type": "pf2-title",
													"style": "text-left",
													"name": "SWAMP"
												},
												{
													"type": "list",
													"style": "list-no-bullets",
													"items": [
														"{@b Terrain} typically greater difficult terrain",
														"{@b Resources} materials useful for medicine or poison",
														"{@b Secrets} river raider camps, remains and gear of unlucky travelers, sites of mystic significance."
													]
												}
											]
										}
									]
								}
							]
						},
						{
							"type": "pf2-h2",
							"source": "GMG",
							"page": 172,
							"name": "Running Hexploration",
							"entries": [
								"Once you have your hexploration map ready, it's time for the PCs to start exploring! Each day, the PCs decide how they plan on exploring, either learning more about their current hex or traversing a new hex. They do this by declaring one or more hexploration activities for the day.",
								"These activities take two forms: group or individual. The number of hexploration activities a group can accomplish each day is based on the Speed of their slowest member. If a group is willing to split up, faster members can perform more hexploration activities based on their own Speed, but such a decision may be deadly given the threat of random encounters. A group moving at a Speed of 10 feet or less is so slow it can't even traverse an open hex in a single day; it takes such a group 2 days for each hexploration activity.",
								{
									"type": "table",
									"source": "GMG",
									"page": 172,
									"name": "HEXPLORATION ACTIVITIES PER DAY",
									"id": "3-6",
									"colStyles": [
										"",
										"text-center"
									],
									"rows": [
										[
											"Speed",
											"Activities per Day"
										],
										[
											"10 feet or less",
											"1/2"
										],
										[
											"15\u201325 feet",
											"1"
										],
										[
											"30\u201340 feet",
											"2"
										],
										[
											"45\u201355 feet",
											"3"
										],
										[
											"60 feet or more",
											"4"
										]
									]
								},
								"This rate assumes the PCs are taking time to camp and rest at healthy intervals. When a new day of hexploration begins, the group can decide to take a forced march as long as no one in the group is {@condition fatigued}. Doing so allows them to gain an extra Travel activity (or perform a full Travel activity each day if their Speed is 10 feet or less), but this is the only activity they can perform that day. A character can participate in a forced march safely for a number of days equal to the character's Constitution modifier (minimum 1 day). Any additional days of forced march make the character {@condition fatigued} until they spend an entire day of downtime resting.",
								{
									"type": "pf2-h3",
									"source": "GMG",
									"page": 172,
									"name": "Group Activities",
									"entries": [
										"Group activities require the entire party to work together in order to be effective; these activities each count as one of the day's hexploration activities for the whole group. For instance, if the group had 2 hexploration activities per day and decided to Travel and Reconnoiter, no one would have any additional hexploration activities that day. There are two group activities: Travel and Reconnoiter.",
										{
											"type": "data",
											"tag": "generic",
											"style": "book",
											"data": {
												"name": "Travel",
												"traits": [
													"move"
												],
												"sections": [
													[
														[
															"You progress toward moving into an adjacent hex. In open terrain, like a plain, using 1 Travel activity allows you to move from one hex to an adjacent hex. Traversing a hex with {@quickref difficult terrain||3|terrain} (such as a typical forest or desert) requires 2 Travel activities, and hexes of {@quickref greater difficult terrain||3|terrain} (such as a steep mountain or typical swamp) require 3 Travel activities to traverse. Traveling along a road uses a terrain type one step better than the surrounding terrain. For example, if you are traveling on a road over a mountain pass, the terrain is {@quickref difficult terrain||3|terrain} instead of {@quickref greater difficult terrain||3|terrain}.",
															"The Travel activity assumes you are walking overland. If you are flying or traveling on water, most hexes are open terrain, though there are exceptions. Flying into storms or high winds count as difficult or {@quickref greater difficult terrain||3|terrain}. Traveling down a river is open terrain, but traveling upriver is difficult or {@quickref greater difficult terrain||3|terrain}."
														]
													]
												]
											}
										},
										{
											"type": "data",
											"tag": "generic",
											"style": "book",
											"data": {
												"name": "Reconnoiter",
												"traits": [
													"concentrate"
												],
												"sections": [
													[
														[
															"You spend time surveying and exploring a specific area, getting the lay of the land and looking for unusual features and specific sites. Reconnoitering a single hex takes a number of hexploration activities equal to the number of Travel activities necessary to traverse the hex\u20141 for open terrain, 2 for {@quickref difficult terrain||3|terrain}, and 3 for {@quickref greater difficult terrain||3|terrain}. Traveling on roads doesn't lessen the time required to Reconnoiter. Once the hex has been Reconnoitered, you can Map the Area to reduce your chance of getting lost in that hex (see below). You automatically find any special feature that doesn't require a check to find, and you attempt the appropriate checks to find hidden special features.",
															"For instance, if you were looking for an obvious rock formation among some hills, you would spend 2 hexploration activities to Reconnoiter the hex, and you'd find the rock formation. But if you were looking for a hidden tengu monastery somewhere in some deep forests, after spending 2 activities to Reconnoiter the forest hex, you would have to succeed at a Perception check as part of your Reconnoiter activity to find the monastery."
														]
													]
												]
											}
										}
									]
								},
								{
									"type": "pf2-h3",
									"source": "GMG",
									"page": 173,
									"name": "Individual Activities",
									"entries": [
										"Not all hexploration activities need to be accomplished as a group. In place of using a hexploration activity to Travel or Reconnoiter, each individual group member can instead perform one of these individual activities.",
										{
											"type": "data",
											"tag": "generic",
											"style": "book",
											"data": {
												"name": "Fortify Camp",
												"sections": [
													[
														[
															"You can spend time fortifying your camp for defense with a successful {@skill Crafting} check (typically at a trained or expert DC). Anyone keeping watch or defending the camp gains a +2 circumstance bonus to initiative rolls and Perception checks to Seek creatures attempting to sneak up on the camp."
														]
													]
												]
											}
										},
										{
											"type": "data",
											"tag": "generic",
											"style": "book",
											"data": {
												"name": "Map The Area",
												"traits": [
													"concentrate"
												],
												"sections": [
													[
														[
															"As long as your group has successfully Reconnoitered the hex, you can use this activity to create an accurate map of the hex with a successful {@skill Survival} check (typically at a trained or expert DC). When you have an accurate map of the hex, the DC of any check to navigate that hex is reduced by 2."
														]
													]
												]
											}
										},
										{
											"type": "pf2-h4",
											"source": "GMG",
											"page": 173,
											"name": "Existing Activities",
											"entries": [
												"Characters can use the {@action Subsist} downtime activity, which follows the same rules but assumes they're using it after 8 hours or less of exploration. Any skill feats or other abilities that apply to {@action Subsist} normally still apply here.",
												"In general, the various exploration activities found in the sidebar on page 498 of the {@i Core Rulebook} (except {@action Hustle}) can be used as individual hexploration activities, as can skill actions in Chapter 4 of the {@i Core Rulebook}, at the GM's discretion."
											]
										}
									]
								},
								{
									"type": "pf2-h3",
									"source": "GMG",
									"page": 173,
									"name": "Random Encounters",
									"entries": [
										"When exploring, there is always a chance the PC will stumble upon random encounters, depending on the terrain. At the start of each day of hexploration, roll a flat check and consult the appropriate terrain type on Table 3\u20137: Random Encounter Chance. If the flat check is a success, the PCs have a random encounter, and on a critical success, they have two random encounters. Roll on Table 3\u20138: Random Encounter Type to determine the type of encounter. Once you know the type of the encounter, either choose from the list you made for that region or choose your own.",
										{
											"type": "table",
											"source": "GMG",
											"page": 173,
											"name": "RANDOM ENCOUNTER CHANCE",
											"id": "3-7",
											"colStyles": [
												"",
												"text-center"
											],
											"rows": [
												[
													"Terrain Type",
													"Flat Check DC*"
												],
												[
													"Aquatic",
													"17"
												],
												[
													"Arctic",
													"17"
												],
												[
													"Desert",
													"17"
												],
												[
													"Forest",
													"14"
												],
												[
													"Mountain",
													"16"
												],
												[
													"Plains",
													"12"
												],
												[
													"Swamp",
													"14"
												]
											],
											"footnotes": [
												"* On a road or river, decrease the DC by 2. If PCs are flying, increase the DC by 3, but choose a hazard or monster that is relevant to flying PCs."
											]
										},
										{
											"type": "table",
											"rollable": true,
											"source": "GMG",
											"page": 173,
											"name": "RANDOM ENCOUNTER TYPE",
											"id": "3-8",
											"colStyles": [
												"",
												"text-center"
											],
											"rows": [
												[
													"{@dice 1d10}",
													"Encounter"
												],
												[
													"1\u20135",
													"Harmless"
												],
												[
													"6\u20137",
													"Hazard"
												],
												[
													"8\u201310",
													"Creature"
												]
											]
										}
									]
								},
								{
									"type": "pf2-h3",
									"source": "GMG",
									"page": 173,
									"name": "Switching Out of Hexploration",
									"entries": [
										"Most short encounters do not affect the number of hexploration activities that the PCs can perform during the day, but when the PCs take on multiple encounters or engage in activities that take hours rather than minutes, you'll want to deduct the time from their available hexploration activities. For the story's sake, it's best to think of hexploration activities as the various things that the PCs have time to do in the daylight hours. For instance, maybe the group spends 2 of their 3 hexploration activities Reconnoitering a hex, finding a tengu monastery, and learning that it is a sprawling complex underneath a small wooded hill. You might decide that the PCs found it in the evening, and they have the choice between making a foray into the complex late in the day or pursuing some individual activities, camping for the night, and starting off fresh in the morning."
									]
								}
							]
						}
					]
				},
				{
					"type": "pf2-h1",
					"blue": true,
					"source": "GMG",
					"page": 174,
					"name": "Vehicles",
					"entries": [
						"Vehicles can play many roles in a game. They might simply be the means by which the party travels from one location to another, determining only the Price to be paid for passage. But a caravan wagon that gets attacked becomes part of an encounter. In a pirate campaign, the ship is both the party's home and its primary weapon.",
						"The majority of the rules in this section are for using vehicles in encounters, but vehicles are also useful during exploration and even downtime play.",
						{
							"type": "pf2-h2",
							"source": "GMG",
							"page": 174,
							"name": "Vehicle Basics",
							"entries": [
								"Ultimately, vehicles are objects. They have object immunities ({@i Core Rulebook} 273), and they can't act. In addition to the statistics most objects have, vehicles have several additional statistics and abilities. Vehicles have a size like any object, but their spaces are more specifically defined. Vehicles also have specialized movement rules.",
								{
									"type": "pf2-h3",
									"source": "GMG",
									"page": 174,
									"name": "Size, Space, and Capacity",
									"entries": [
										"Vehicles have size traits, but they don't occupy the same spaces that most creatures use. Instead, each vehicle has specific dimensions provided in its stat block.",
										"Most vehicles are Large or larger, and many vehicles are made for the purpose of carrying cargo. Unless stated otherwise, the amount of cargo a vehicle can carry depends on its size, terrain, and propulsion. A draft horse or similar creature can usually pull around 100 Bulk of goods consistently throughout the day, so pulled vehicles can typically hold 100 Bulk per Large creature pulling. Water vehicles, such as ships, have limits that are more based on volume than weight; a ship can hold upwards of 1,000 Bulk. Flying vehicles can typically hold only 1/10 the Bulk of a water vehicle and still remain airborne."
									]
								},
								{
									"type": "pf2-h3",
									"source": "GMG",
									"page": 174,
									"name": "Movement and Heading",
									"entries": [
										"A vehicle's movement type is determined by the vehicle itself, while its movement each round is based on the pilot's actions. Vehicles trigger reactions when they move, just like a creature does, as do the actions of the pilot and any passengers.",
										"Creatures can rotate and turn freely, so when you play a creature, you usually don't need to keep track of which way it's facing. However, vehicles can't turn on a dime, so when controlling a vehicle, you need to keep track of which direction it's facing. This is called the vehicle's heading.",
										"When a vehicle moves, it must move in the direction of its heading\u2014it can't move backwards or sideways, though it can turn gradually as it moves forward. Most vehicles can turn up to 90 degrees for every vehicle length they move forward. For example, a 10-foot-long carriage could turn left in only 10 feet. A 100-foot-long warship, however, would need 100 feet to make the same turn; given the warship's 30-foot Speed, turning typically requires several actions' worth of movement.",
										"Some rules specify that a vehicle must move in a straight line. This line is measured from the center of the vehicle's front edge, and it can skew up to 45 degrees from the vehicle's current heading.",
										"When using a vehicle in exploration mode, the vehicle's Speed determines its travel speed just like a creature (for more information, see Table 9\u20132: Travel Speed on page 479 of the {@i Core Rulebook}). No Drive actions or piloting checks are necessary to pilot a vehicle at these speeds."
									]
								},
								{
									"type": "pf2-h3",
									"source": "GMG",
									"page": 174,
									"name": "Propulsion",
									"entries": [
										"Vehicles typically travel over land, on water, or through the air, and their Speeds indicate their terrain and movement types. But vehicles also have a form of propulsion\u2014the way in which their movement is powered\u2014and this propulsion often has additional considerations.",
										"There are five main types of propulsion: alchemical, magical, pulled, rowed, and wind. A vehicle can have more than one means of propulsion, though it usually uses only one type of propulsion at a time. For instance, a galley has both the rowed and the wind propulsion traits, meaning it can sail when the winds are favorable, but the crew can also lower the sails and row the ship when necessary. The vehicle's means of propulsion informs the skills a pilot can use for piloting checks (page 175), and some means of propulsion have additional rules.",
										{
											"type": "pf2-h4",
											"source": "GMG",
											"page": 174,
											"name": "Alchemical",
											"entries": [
												"Powered by the reactions of alchemical reagents, {@condition controlled} internal combustion, lighter-than-air gases, or steam, vehicles with alchemical propulsion tend to be powerful but have the potential to be wildly unpredictable. Alchemical vehicles can often be piloted using the {@skill Crafting} skill."
											]
										},
										{
											"type": "pf2-h4",
											"source": "GMG",
											"page": 174,
											"name": "Magical",
											"entries": [
												"Magically propelled vehicles are powered by spells, magic items, or an entirely magical engine. A magical propulsion system can be targeted with counteracting effects like {@i dispel magic}, using the vehicle's level and a standard DC for that level for the counteract check. A creature can use {@skill Arcana}, {@skill Nature}, {@skill Occultism}, or {@skill Religion} (depending on the type of magic) for a magical vehicle's piloting checks."
											]
										},
										{
											"type": "pf2-h4",
											"source": "GMG",
											"page": 175,
											"name": "Pulled",
											"entries": [
												"This method of propulsion is perhaps the most common, wherein a wheeled conveyance (such as a carriage or wagon) is pulled by one or more creatures. The Speed of the vehicle can never exceed that of the slowest creature pulling the vehicle. The creatures pulling the vehicle don't act on their own; they instead act as part of the vehicle's actions, and their movement as part of those actions triggers reactions just as it does for the vehicle itself and its pilot.",
												"When a pulled vehicle takes collision damage, so do the creatures pulling that vehicle (though they can typically attempt the basic Reflex saving throw to mitigate that damage). The death of one or more pulling creatures might damage or slow the vehicle, and it might cause the pilot to lose control.",
												"For a vehicle pulled by an animal or similarly unintelligent creature, a pilot can use {@skill Nature} for piloting checks; for sapient pulling creatures, the pilot can instead use {@skill Diplomacy} or {@skill Intimidation} for piloting checks."
											]
										},
										{
											"type": "pf2-h4",
											"source": "GMG",
											"page": 175,
											"name": "Rowed",
											"entries": [
												"These vehicles are propelled by the power of creatures rowing the vehicle from within. The creatures rowing the vehicle act only as part of the vehicle's actions, and their movement as part of those actions triggers reactions just as it does for the vehicle itself and its pilot (though rowers often have some degree of cover)",
												"When a rowed vehicle takes collision damage, so do the creatures rowing that vehicle (though they can typically attempt the basic Reflex saving throw to mitigate that damage). The death of one or more creatures might cause the vehicle to go out of control or slow the vehicle, but usually doesn't damage the vehicle.",
												"A pilot on a vehicle rowed by other people can use {@skill Diplomacy} or {@skill Intimidation} for piloting checks."
											]
										},
										{
											"type": "pf2-h4",
											"source": "GMG",
											"page": 175,
											"name": "Wind",
											"entries": [
												"Wind-propelled vehicles require some form of air movement to power them, and adverse wind conditions can cause them to stall or even go out of control. Wind vehicles that rely on cloth sails typically have weakness to fire. Pilots of wind-powered vehicles can use {@skill Nature} for piloting checks."
											]
										}
									]
								}
							]
						},
						{
							"type": "pf2-h2",
							"source": "GMG",
							"page": 175,
							"name": "Piloting a Vehicle",
							"entries": [
								"In encounter mode, a vehicle moves on its pilot's turn, and the pilot must use their actions to control it. A vehicle can take part in only 1 move action each round, even if multiple creatures Take Control as pilots on the same round.",
								{
									"type": "pf2-h3",
									"source": "GMG",
									"page": 175,
									"name": "Vehicle Momentum",
									"entries": [
										"A vehicle in motion builds up momentum that keeps it in motion. Each round, if the vehicle has moved in the previous round, the pilot must either use another move action or Stop the vehicle. If the pilot does neither of these things on their turn (even if the pilot Delays), the vehicle continues to move and becomes uncontrolled, as described in Uncontrolled Vehicles on page 176."
									]
								},
								{
									"type": "pf2-h3",
									"source": "GMG",
									"page": 175,
									"name": "Piloting Checks",
									"entries": [
										"Many actions related to vehicles call for the pilot to attempt a piloting check. The skills a pilot can use for a piloting check are listed in the vehicle's stat block, but most vehicles use {@skill Lore||Driving Lore} or {@skill Lore||Piloting Lore} along with others determined by their propulsion. The creature piloting a vehicle when an encounter begins can usually roll an appropriate piloting skill for that vehicle for initiative.",
										"The GM sets the DC of the piloting check using a standard DC for the vehicle's level, with adjustments based on the circumstances. Generally speaking, an action that would move a vehicle through {@quickref difficult terrain||3|terrain} increases the DC to a hard DC for its level, and moving through {@quickref greater difficult terrain||3|terrain} increases the DC to incredibly hard. Other factors, such as turbulent winds for a wind-powered vehicle, monsters threatening the creatures pulling a pulled vehicle, or rough seas for a water-based vehicle could all increase the DC of a vehicle's piloting checks."
									]
								},
								{
									"type": "pf2-h3",
									"source": "GMG",
									"page": 175,
									"name": "Piloting Actions",
									"entries": [
										"Characters use the actions listed below to move and interact with vehicles. The effects of the {@trait reckless} trait appear on page 176.",
										{
											"type": "ability",
											"style": "full",
											"name": "Board",
											"source": "GMG",
											"page": 175,
											"traits": [
												"move"
											],
											"activity": {
												"number": 1,
												"unit": "action"
											},
											"requirements": "You are adjacent to a point of entry on the vehicle you are attempting to board.",
											"entries": [
												"You board a vehicle through an open top, a door, a portal, or a hatch; if you're already on board, you can instead use this action to disembark into an empty space adjacent to the vehicle's point of entry. Using this action while the vehicle is in motion is challenging, requiring a successful {@skill Acrobatics} or {@skill Athletics} check with a DC equal to the vehicle's AC."
											]
										},
										{
											"type": "ability",
											"style": "full",
											"name": "Drive",
											"activity": {
												"number": 1,
												"unit": "varies",
												"entry": "(Varies)"
											},
											"traits": [
												"move"
											],
											"requirements": "You are piloting a vehicle.",
											"entries": [
												"You pilot your vehicle to move. Decide how many actions you intend to spend before you begin Driving. The effects depend on the number of actions you spend. You can't Drive through spaces occupied by creatures, even if they are allies.",
												"{@as 1} Attempt a piloting check. On a success, the vehicle moves up to its Speed and can turn normally. On a failure, the vehicle moves its Speed in a straight line. On a critical failure, the vehicle moves its Speed in a straight line and becomes uncontrolled.",
												"{@as 2} ({@trait reckless}) The vehicle moves up to twice its Speed in a straight line at the vehicle's current heading.",
												"{@as 3} ({@trait reckless}) You take a \u20135 penalty on your piloting check to maintain control of the vehicle. The vehicle moves up to three times its Speed in a straight line at the vehicle's current heading."
											]
										},
										{
											"type": "ability",
											"style": "full",
											"name": "Run Over",
											"activity": {
												"number": 3,
												"unit": "action"
											},
											"traits": [
												"move",
												"reckless"
											],
											"requirements": "You are piloting a vehicle.",
											"entries": [
												"You try to run over creatures with your vehicle, possibly also ramming one larger creature or object. If you maintain control of your vehicle, the vehicle moves up to twice its Speed in a straight line at the vehicle's current heading. You attempt to run over any creatures in your path two sizes smaller than the vehicle or smaller, and you can attempt to ram one target creature or object in your path one size smaller than the vehicle or larger.",
												"Each creature in your path, including a rammed target, takes the vehicle's collision damage (basic Reflex save at vehicle's collision DC). If the rammed target is a vehicle, its pilot can attempt a piloting check in place of this Reflex save, with the same results. If the target of your ram takes damage, you and your vehicle each take collision damage (no save) and your movement ends."
											]
										},
										{
											"type": "ability",
											"style": "full",
											"name": "Stop",
											"activity": {
												"number": 1,
												"unit": "action"
											},
											"traits": [
												"manipulate"
											],
											"requirements": "You are piloting a vehicle in motion.",
											"entries": [
												"You bring the vehicle to a stop."
											]
										},
										{
											"type": "ability",
											"style": "full",
											"name": "Take Control",
											"activity": {
												"number": 1,
												"unit": "action"
											},
											"traits": [
												"manipulate"
											],
											"requirements": "You are aboard the vehicle and adjacent to its controls.",
											"entries": [
												"You grab the reins, the wheel, or some other mechanism to control the vehicle. Attempt a piloting check; on a success, you become the vehicle's pilot, or regain control of the vehicle if it was uncontrolled. Some vehicles have complicated controls that cause this action to become a multi-action activity."
											]
										}
									]
								},
								{
									"type": "pf2-h3",
									"source": "GMG",
									"page": 176,
									"name": "Reckless Piloting",
									"entries": [
										"Actions that have the {@trait reckless} trait push the pilot and the vehicle beyond the normal parameters for safe operation, and the pilot risks losing control of the vehicle. When performing a reckless action, the pilot must first attempt an appropriate piloting check to keep control of the vehicle, with the following effects. Resolve this piloting check before resolving the action itself.",
										"{@b Success} The action occurs as described.",
										"{@b Failure} The vehicle moves its Speed in a straight line along its most recent heading, drifting up to 45 degrees at the GM's discretion, and becomes uncontrolled."
									]
								},
								{
									"type": "pf2-h3",
									"source": "GMG",
									"page": 176,
									"name": "Uncontrolled Vehicles",
									"entries": [
										"Some situations can cause a pilot to lose control of their vehicle. Most commonly, this is due to a failed piloting check for a reckless action, but it can also occur if a round passes without a pilot using a move action to control the vehicle or Stopping the vehicle. A vehicle can also become uncontrolled if the pilot becomes unable to act during a move action to control the vehicle. For example, if a vehicle's movement triggers an {@action Attack of Opportunity} that knocks the pilot {@condition unconscious} or paralyzes them, the vehicle becomes uncontrolled.",
										"An uncontrolled vehicle continues to move each round at its most recent pilot's initiative position. The distance it moves each round is 10 feet less than on the previous round, always in a straight line at its current heading until it crashes or it comes to a stop. At your discretion, it could slow down more if it's on uneven terrain, {@quickref difficult terrain||3|terrain}, on an upward slope, or facing adverse wind conditions; by the same token, it could stay at the same speed or even accelerate if it's on a downward slope or being pushed by strong winds.",
										"An uncontrolled vehicle in motion interacts with obstacles, other vehicles, and creatures using the effects of the Run Over action, except that the distance it moves is dictated by the factors above instead of the Speed specified in that action."
									]
								},
								{
									"type": "pf2-h3",
									"source": "GMG",
									"page": 177,
									"name": "Vehicles in Combat",
									"entries": [
										"Whether driving a chariot in an arena or fighting off a boarding party, characters sometimes attack from a vehicle or target other creatures aboard a vehicle. Attacks made while on a vehicle that has moved within the last round take a \u20132 penalty, or a \u20134 penalty if the vehicle is uncontrolled or any action in the last round had the {@trait reckless} trait.",
										"While on a vehicle, a character might have cover from certain angles of attack. A vehicle with sides but no top, such as a chariot or a keelboat, usually provides lesser cover, or standard cover from an attacker on the ground.",
										"An enclosed vehicle, such as a carriage, provides greater cover or may prevent attacks entirely. Breaking the vehicle can reduce the cover it provides.",
										"Some vehicles have special mounted weapons that can be used by the pilot or passengers. These are typically ranged weapons, such as a crossbow, and use the same rules as any other weapon, save that they might be able to target only creatures in a certain range or direction."
									]
								},
								{
									"type": "pf2-h3",
									"source": "GMG",
									"page": 177,
									"name": "Broken Vehicles",
									"entries": [
										"When a vehicle is {@condition broken}, it becomes harder to use. It takes a \u20132 penalty to its AC, saves, and collision DC, and the DC of all piloting checks related to the vehicle increase by 5. The {@condition broken} vehicle's Speeds are halved.",
										"A vehicle reduced to 0 HP is destroyed, like any other item. If the vehicle is in water when it's destroyed, it sinks; if it is flying, it falls and everyone aboard takes falling damage. A pulled or rowed vehicle that becomes wrecked, regardless of which method of propulsion it's using at the time, deals its collision damage (no saving throw) to the creatures pulling or rowing it, and the creatures may have to be physically freed from the wreckage."
									]
								}
							]
						},
						{
							"type": "pf2-h2",
							"source": "GMG",
							"page": 177,
							"name": "Vehicle Statistics",
							"entries": [
								"Vehicles can be as simple as a farmer's cart, or as large and complex as an airship. Whatever the size or complexity of a vehicle, it uses the following stat block format."
							]
						},
						{
							"type": "pf2-h2",
							"source": "GMG",
							"page": 177,
							"name": "Sample Vehicles",
							"entries": [
								"Presented here is a sample of the many vehicles that can be found throughout Golarion."
							]
						}
					]
				}
			]
		},
		{
			"type": "section",
			"source": "GMG",
			"page": 181,
			"name": "Chapter 4: Variant Rules",
			"entries": [
				"Most of the variant rules in this chapter involve characters, how they progress, and how those pieces fit together. The variants included in this chapter are divided into the following sections.",
				{
					"type": "list",
					"items": [
						"{@b Ability Score Variants} (page 182) includes an alternate ability score system that works entirely through Ability Points, plus ways to distribute what each ability score impacts more evenly.",
						"{@b Alignment Variants} (page 184) contains options for removing alignment and an incremental alignment system.",
						"{@b Deep Backgrounds} (page 186) replace simply selecting a background with a series of steps that flesh out more of the character's backstory.",
						"{@b Feats and Features} (page 192) shows how to build characters who gain feats and class features in different ways, from dual-classed characters with all the options of two classes to characters with a free archetype or more ancestry feats.",
						"{@b Level 0 Characters} (page 195) can play through the characters' adventures before they take on character classes.",
						"{@b Magic Item Variants} (page 196) contains rules deconstructing the magic item bonuses, allowing you to progress them automatically or via craftsmanship to more easily run a lower-magic game.",
						"{@b Proficiency without Level} (page 198) 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.",
						"{@b Skill Points} (page 199) offers a more granular system for characters to choose and hone their skills.",
						"{@b Stamina} (page 200) grants characters a pool of Stamina Points that they lose before Hit Points and can recover with by resting to catch their breath."
					]
				},
				{
					"type": "pf2-h2",
					"source": "GMG",
					"page": 181,
					"name": "Choosing Variant Rules",
					"entries": [
						"When you and your group are deciding which variant rules to use, think about the types of stories you want to tell together, including the genre, themes, and characters, and use that information to choose which variant rules might be the best fit. If different players think different variant options would work best for the game, let each of them make their point, but ultimately you as the GM make the final call.",
						"You might discover that your game requires variant rules beyond those listed here\u2014and that's okay! In fact, it's to be expected. Use these options as a starting point for some of the most commonly {@condition helpful} tools, but you and your group should work together to build your own variant rules whenever you want a different experience. Don't be afraid to deviate from the baseline\u2014you and your group know what you like and what you're looking for better than a baseline rules set ever could. More about creating your own house rules can be found on page 29.",
						"If you're not sure about a variant rule, take a chance! Make sure everyone in your group understands that this is a trial run and that you might need to adjust or remove the variant rules later on if they're causing unexpected side effects or not working as you intended. When you're playing with variant rules, be sure to let any new players who join the group know about the variant rules your group has chosen. This helps them set their expectations and ensures they don't feel ambushed by any variant rules the first time they're encountered in the game, which is important for making sure there is a feeling of fairness among your players."
					]
				},
				{
					"type": "pf2-h1",
					"source": "GMG",
					"page": 182,
					"name": "Ability Score Variants",
					"entries": [
						{
							"type": "pf2-h2",
							"name": "Gradual Ability Boosts",
							"source": "GMG",
							"page": 182,
							"entries": [
								"In this variant, a character gains ability boosts more gradually as they level up, rather than receiving four ability boosts at 5th, 10th, 15th, and 20th levels. Each character gains one ability boost when they reach each of 2nd, 3rd, 4th, and 5th levels. These are collectively a single set of ability boosts, so a character can't boost the same ability score more than once per set; players can put a dot next to each boosted ability score or otherwise mark it to keep track. PCs also receive an ability boost at 7th, 8th, 9th, and 10th level (a second set); at 12th, 13th, 14th, and 15th level (a third set); and at 17th, 18th, 19th, and 20th level (the fourth and final set).",
								"This spreads out the ability boosts, and using them earlier means a character can increase their most important ability modifiers at a lower level. This makes characters slightly more powerful on average, but it makes levels 5, 10, 15, and 20 less important since characters usually choose the least important ability boost of the set at those levels."
							]
						},
						{
							"type": "pf2-h2",
							"name": "Point Buy",
							"source": "GMG",
							"page": 182,
							"entries": [
								"This alternative ability score generation method replaces ability boosts and flaws with a number of Ability Points. Players determine their ability scores by investing Ability Points into each score, as seen in Table 4\u20131: Cost for an Ability Score. These give players more customization in their ability scores and can allow a player to really prioritize their favorite ones, but the system is significantly more complicated to use.",
								{
									"type": "pf2-h3",
									"name": "Step 1: Decrease Starting Scores",
									"source": "GMG",
									"page": 182,
									"entries": [
										"All of a character's ability scores start at 10. If the PC's ancestry has ability flaws, decrease those ability scores to 8. A player can also voluntarily lower any ability score to below 10 to gain more Ability Points to use in Step 2. They gain 1 Ability Point for lowering an ability score to 9, or 2 Ability Points for lowering a score to 8."
									]
								},
								{
									"type": "pf2-h3",
									"name": "Step 2: Spend Points",
									"source": "GMG",
									"page": 182,
									"entries": [
										"Now that each player has set their minimum scores, they'll spend Ability Points to increase their ability scores. Ability Points come in two categories: dedicated and flexible. Dedicated Ability Points can be spent only on specified ability scores, but flexible Ability Points can be used to increase any scores. These Ability Points replace all the ability boosts a character would normally get.",
										"The total number of Ability Points spent determines the character's starting ability score, as shown on Table 4\u20131: Cost for an Ability Score. The maximum score a player can buy at character creation is 18. Raising a score costs 2 points more than the listed value if the score started at an 8 after Step 1, or 1 point more if the score started at a 9. Any Ability Points not spent during character creation are lost.",
										{
											"type": "list",
											"items": [
												"{@b Dedicated Ability Points:} A character gets 2 dedicated Ability Points for each ability score their ancestry gives predetermined ability boosts to. Human characters, or those with another ancestry that grants two free ability boosts, get 2 more flexible Ability Points instead. Each character also gets 2 dedicated Ability Points for one of their background's choices of predetermined ability scores, and 2 dedicated Ability Points for their class's key ability score.",
												"{@b Flexible Ability Points:} Each character gets 15 flexible Ability Points, plus any gained for voluntarily lowering ability scores below 10 in Step 1."
											]
										}
									]
								},
								{
									"name": "Cost for an Ability Score",
									"id": "4-1",
									"source": "GMG",
									"page": 182,
									"labelRowIdx": [
										0
									],
									"colStyles": [
										"text-center",
										"text-center"
									],
									"rows": [
										[
											"Total Ability Points Spent",
											"Ability Score"
										],
										[
											"-2",
											"8"
										],
										[
											"-1",
											"9"
										],
										[
											"0",
											"10"
										],
										[
											"1",
											"11"
										],
										[
											"2",
											"12"
										],
										[
											"3",
											"13"
										],
										[
											"5",
											"14"
										],
										[
											"7",
											"15"
										],
										[
											"10",
											"16"
										],
										[
											"13",
											"17"
										],
										[
											"17",
											"18"
										]
									],
									"type": "table"
								},
								{
									"type": "pf2-h3",
									"name": "Increasing Scores at Higher Levels",
									"source": "GMG",
									"page": 182,
									"entries": [
										"When a character levels up, they gain Ability Points at each level, as shown on {@table Ability Points Gained|GMG|Table 4\u20132: Ability Points Gained}. Unlike the Ability Points from character creation, a player can save these to buy a more expensive increase, and they can increase ability scores to a maximum of 22. When a player is ready to increase one or more ability scores, they spend the number of Ability Points listed on {@table Raising an Ability Score|GMG|Table 4\u20133: Raising an Ability Score} and increase the ability score accordingly. A player can increase a score more than once at a given time, but they must pay for each increase individually, such as going from 14 to 16 by spending 2 points to increase from 14 to 15, and then 3 points to increase from 15 to 16. For most games, it's best to increase scores when leveling up, between game sessions, or during downtime.",
										"Apex items work as described in the Core Rulebook. They can increase an ability score to a maximum of 24."
									]
								},
								{
									"name": "Ability Points Gained",
									"id": "4-2",
									"source": "GMG",
									"page": 183,
									"labelRowIdx": [
										0
									],
									"colStyles": [
										"text-center",
										"text-center"
									],
									"rows": [
										[
											"Level",
											"Ability Points Gained"
										],
										[
											"1",
											"Starting points"
										],
										[
											"2",
											"2"
										],
										[
											"3",
											"2"
										],
										[
											"4",
											"2"
										],
										[
											"5",
											"2"
										],
										[
											"6",
											"3"
										],
										[
											"7",
											"3"
										],
										[
											"8",
											"3"
										],
										[
											"9",
											"3"
										],
										[
											"10",
											"3"
										],
										[
											"11",
											"4"
										],
										[
											"12",
											"4"
										],
										[
											"13",
											"4"
										],
										[
											"14",
											"4"
										],
										[
											"15",
											"4"
										],
										[
											"16",
											"5"
										],
										[
											"17",
											"5"
										],
										[
											"18",
											"5"
										],
										[
											"19",
											"5"
										],
										[
											"20",
											"5"
										]
									],
									"type": "table"
								},
								{
									"name": "Raising an Ability Score",
									"id": "4-3",
									"source": "GMG",
									"page": 183,
									"labelRowIdx": [
										0
									],
									"colStyles": [
										"text-center",
										"text-center"
									],
									"rows": [
										[
											"Current Ability Score",
											"Cost to Raise by 1"
										],
										[
											"8",
											"1"
										],
										[
											"9",
											"1"
										],
										[
											"10",
											"1"
										],
										[
											"11",
											"1"
										],
										[
											"12",
											"1"
										],
										[
											"13",
											"2"
										],
										[
											"14",
											"2"
										],
										[
											"15",
											"3"
										],
										[
											"16",
											"3"
										],
										[
											"17",
											"4"
										],
										[
											"18",
											"5"
										],
										[
											"19",
											"6"
										],
										[
											"20",
											"7"
										],
										[
											"21",
											"8"
										]
									],
									"type": "table"
								},
								{
									"type": "pf2-h3",
									"name": "Example",
									"source": "GMG",
									"page": 183,
									"entries": [
										"Merisiel is an elven rogue with the criminal background. She starts with 10 in all ability scores and reduces her Constitution to 8 for being an elf. She decides to voluntarily lower her Strength and Intelligence to 8 each, gaining 4 flexible Ability Points. She has now set her minimum scores: Str 8, Dex 10, Con 8, Int 8, Wis 10, and Cha 10.",
										"In Step 2, she starts by determining how many points she has to spend. She gains 2 dedicated Ability Points in Intelligence and Dexterity for being an elf, 2 in Dexterity for being a criminal, and 2 more in Dexterity for being a rogue. She also has 19 flexible points to spend: 15 plus 4 for the two ability scores she voluntarily lowered to 8.",
										"Merisiel purchases an 18 in Dexterity, which costs her the 6 dedicated Ability Points plus 11 flexible Ability Points. Spending her 2 dedicated Ability Points in Intelligence brings her to a 10, which she's happy with. She now has 8 flexible Ability Points left. She's worried she'll be too frail with a Constitution score of only 8, so she spends 4 flexible Ability Points to increase it to 12, leaving her with 4 Ability Points left over. Finally, she raises Wisdom and Charisma each to 12 because it's inexpensive but still grants her bonuses; this uses all her Ability Points, leaving her with Str 8, Dex 18, Con 12, Int 10, Wis 12, Cha 12.",
										"When she reaches 2nd level, she gains 2 Ability Points. She decides to save these until 3rd level, when she gains 2 more. She then spends 3 of her 4 Ability Points to raise her Constitution from 12 to 14. She then saves up for more Dexterity, gaining 2 Ability Points each at 4th and 5th levels, then 3 each at 6th and 7th levels. She spends all 11 Ability Points at 7th level to gain a 20 in Dexterity! Unless it helps her to have an odd score (for example, to satisfy a feat prerequisite), it's usually best to wait until she has enough Ability Points that increasing a score will increase her modifier\u2014just in case she changes her mind."
									]
								}
							]
						},
						{
							"type": "pf2-h2",
							"name": "Alternative Scores",
							"source": "GMG",
							"page": 183,
							"entries": [
								"The classic ability scores aren't of equal value in the rules. Dexterity, Constitution, and Wisdom tend to be more important unless a character requires a particular ability score from among the other three for a specific purpose. If you'd prefer ability scores to all be of roughly equivalent value in character building, this variant creates six ability scores that are in much closer balance with each other.",
								"Make the following changes.",
								{
									"type": "list",
									"items": [
										"{@b Strength} does everything that both Strength and Constitution do in the {@i Core Rulebook}, and Constitution is gone. A character uses their Strength for melee weapon and unarmed attack rolls, damage rolls, {@skill Athletics}, Hit Points, Fortitude saves, and so on.",
										"{@b Dexterity} splits into two ability scores. The first, still called Dexterity, represents manual dexterity and applies to ranged weapon and unarmed attack rolls, attack and damage rolls with {@trait finesse} attacks (if better than Strength), and {@skill Thievery} checks. Agility, which represents footwork, applies to Armor Class, Reflex saves, {@skill Acrobatics} checks, and {@skill Stealth} checks.",
										"{@b Charisma} applies to Will saves instead of Wisdom.",
										"{@b Wisdom} is otherwise unchanged.",
										"{@b Intelligence} is unchanged."
									]
								},
								"You'll need a small number of gameplay tweaks. {@item Anklets of alacrity} become an Agility apex item, both the {@item belt of giant strength} and {@item belt of regeneration} become Strength apex items, and so on. The {@class rogue|crb|rogue's thief racket|thief} is obsolete, so you might allow rogues to choose a different racket but still gain {@skill Thievery}. For anything else that references an ability score, such as feats with a Dexterity prerequisite, decide with you group whether Dexterity or Agility makes more sense as the prerequisite. For instance, Agility would make sense for Feather Step since that feat involves footwork. Prewritten NPCs and monsters can just use their Dexterity modifier when their Agility modifier is necessary."
							]
						}
					]
				},
				{
					"type": "pf2-h1",
					"source": "GMG",
					"page": 184,
					"name": "Alignment Variants",
					"entries": [
						"Pathfinder's alignment system summarizes a character's ideals, signals that some of the players' opponents are despicable villains, and establishes that truly evil monsters exist. The alignment system can trouble some players because it doesn't simulate the nuance and complexity of real-world moral issues, which are often not so easily categorized. What is considered \"good\" may be heavily influenced by societal norms or religious beliefs. It's not hard to find two kind, generous people who hold starkly differing interpretations of what good is in specific situations. The variant alignment ideas below provide examples of other options and can serve as inspiration for your own games.",
						{
							"type": "pf2-h2",
							"source": "GMG",
							"page": 184,
							"name": "Minor Changes",
							"entries": [
								"If you want to keep parts of the existing alignment system, you can use either of the following variants to make changes without entirely removing or replacing alignment. Alignment-based effects still exist in both of these variants, but they might not be as useful as in standard Pathfinder.",
								{
									"type": "pf2-h3",
									"name": "Extreme Good and Evil",
									"source": "GMG",
									"page": 184,
									"entries": [
										"In this variant, some creatures exemplify the concepts of extreme good and evil by their very nature. Only fiends, celestials, and other residents of aligned Outer Sphere planes have an alignment. Remove most alignment restrictions\u2014such as the cleric and champion restrictions\u2014but not ones related to those extraplanar creatures. Replace the removed restrictions with appropriate anathema if necessary."
									]
								},
								{
									"type": "pf2-h3",
									"name": "Incremental Alignment",
									"source": "GMG",
									"page": 184,
									"entries": [
										"Changing character alignment can be extremely dramatic under the Core Rulebook rules. Sometimes, this comes as a surprise to the player, as they find out they and the GM had differing ideas on how their acts impact alignment. The incremental alignment variant breaks each axis of alignment into seven steps that reflect how close a character is to shifting alignments.",
										"This lets you and the player better understand where the character falls, and it allows a player who wants to play a character living on the edge between alignments to see that represented in the rules. This is not meant to be a highly granular system or one a player can exploit by repeatedly making trivial gestures toward a given alignment. It's meant to indicate the trends of a character's behavior and foreshadow any alignment change that might occur over time. It's typically harder to reach the ends of the scale through minor acts, especially for the evil versus good axis. A character who commits multiple minor acts toward an alignment might shift one step, but it would take a truly reprehensible act to shift them fully to evil all at once\u2014and to recover it could take a long-term atonement and commitment to good.",
										"If a rule depends on a character's alignment, disregard the \"fully\" and \"somewhat\" distinctions. A protection spell keyed against evil works against both somewhat and fully evil characters. However, some spells, like detect alignment, might give more precise information.",
										{
											"name": "Changing Alignment",
											"id": "4-4",
											"source": "GMG",
											"page": 184,
											"labelRowIdx": [
												0,
												2,
												4,
												6
											],
											"colStyles": [
												"text-center",
												"text-center",
												"text-center",
												"text-center",
												"text-center",
												"text-center",
												"text-center"
											],
											"rows": [
												[
													1,
													2,
													3,
													4,
													5,
													6,
													7
												],
												[
													"FULLY LAWFUL",
													"SOMEWHAT LAWFUL",
													"SOMEWHAT NEUTRAL",
													"FULLY NEUTRAL",
													"SOMEWHAT NEUTRAL",
													"SOMEWHAT CHAOTIC",
													"FULLY CHAOTIC"
												],
												[
													1,
													2,
													3,
													4,
													5,
													6,
													7
												],
												[
													"FULLY GOOD",
													"SOMEWHAT GOOD",
													"SOMEWHAT NEUTRAL",
													"FULLY NEUTRAL",
													"SOMEWHAT NEUTRAL",
													"SOMEWHAT EVIL",
													"FULLY EVIL"
												]
											],
											"type": "table"
										}
									]
								}
							]
						},
						{
							"type": "pf2-h2",
							"source": "GMG",
							"page": 184,
							"name": "Major Changes",
							"entries": [
								"These two variants massively change how the alignment system works. In fact, one removes it entirely!",
								{
									"type": "pf2-h3",
									"name": "No Alignment",
									"source": "GMG",
									"page": 184,
									"entries": [
										"The simplest variant is to not use the alignment system at all. To many players, this feels like the variant closest to real-world morality. Creatures, NPCs, and players have complex and many-layered beliefs and motivations, just like humans in the real world. Not using the alignment system simultaneously embraces complexity and variance in what is seen as moral behavior. For example, worshippers of a powerful sun god might feel that spreading their deity's light is virtuous behavior. Some might go so far as to say this means they should conquer their neighbors in order to achieve this. Another example might be a large and powerful government placing safety and security as its foremost concern, drawing the conclusion that it's acceptable to sacrifice some individual liberties in favor of increasing the safety of its citizens."
									]
								},
								{
									"type": "pf2-h3",
									"name": "Moral Intentions",
									"source": "GMG",
									"page": 185,
									"entries": [
										{
											"type": "pf2-sidebar",
											"name": "Example Moral Intentions",
											"entries": [
												{
													"type": "list",
													"items": [
														"I will never let my companions down.",
														"I will avenge my family.",
														"I will protect the natural world.",
														"I will achieve great wealth.",
														"I will spread the word of my deity.",
														"I will help others in need.",
														"I will spread the rule of the rightful government."
													]
												}
											]
										},
										"In this variant, every character, NPC, and monster selects one or more closely held beliefs, intentions, or loyalties. Simple statements about a character's intentions, like the examples listed in the sidebar, flesh out characters and enliven roleplaying scenes. This system requires some back-and-forth between the GM and the other players, and more thought on the part of everyone at the table.",
										"Typically, specifying three intentions or loyalties works well to define a character. These personal intentions cover broad spectra of behavior and in large part define the subjective definition of good for that individual. Intentions could be as abstract as acting with honor or as concrete as devotion to the character's mother. A person following their core beliefs or intentions feels like they are acting in a good manner, and they are likely to view actions against or restrictions to these beliefs as evil. For example, a character who believes strongly in the law would see allowing a crime to go unpunished as evil.",
										"A specific individual will likely have different levels of commitment for each of their intentions. Determine a relative order of commitment by considering what the character would do if these intentions came into conflict."
									]
								},
								{
									"type": "pf2-h3",
									"name": "Rules Adjustments",
									"page": 185,
									"source": "GMG",
									"entries": [
										"Alignment restrictions no longer exist in either major variant. You can replace them with edicts and anathema, if necessary, and make the following other adjustments.",
										{
											"type": "pf2-h3",
											"name": "Aligned Damage",
											"page": 185,
											"source": "GMG",
											"entries": [
												"If you're using the no alignment variant, remove or replace aligned damage (chaotic, evil, good, and lawful damage), which requires significant adjustments for creatures like angels and devils that were built with a weakness to aligned damage. One option is to replace them one-for-one with new damage types like \"radiant\" and \"shadow\" that don't have any moral assumptions. Another option is to simply change the damage type needed for creature weaknesses to some other damage type on a case-by-case basis. A third option is to remove the weaknesses, reduce the monsters' maximum Hit Points, and call it good. No matter what you do with creatures, you'll also have to replace abilities like the champion's that deal aligned damage in a similar way, or remove those abilities.",
												"If you're using the moral intentions variant, you can replace chaotic, evil, good, and lawful damage with a single type of damage called aligned damage, which harms those with intentions directly opposed to those held by the character, as determined by you as GM."
											]
										},
										{
											"type": "pf2-h3",
											"name": "Detection",
											"page": 185,
											"source": "GMG",
											"entries": [
												"Alignment-detecting effects don't exist. In the moral intentions variant, you might replace such an ability with one that detects whether a creature is following its own intentions, or to detect others with similar intentions to the creature using the ability."
											]
										},
										{
											"type": "pf2-h3",
											"name": "Traits",
											"page": 185,
											"source": "GMG",
											"entries": [
												"Alignment traits don't exist, and anything that has those traits loses them. Effects that require the traits to function, like {@spell protection}, don't exist."
											]
										}
									]
								}
							]
						}
					]
				},
				{
					"type": "pf2-h1",
					"name": "Deep Backgrounds",
					"source": "GMG",
					"blue": true,
					"page": 186,
					"entries": [
						{
							"type": "pf2-h2",
							"name": "Using Deep Backgrounds",
							"entries": [
								"This variant replaces Step 4 of Character Creation (Core Rulebook page 25). The player rolls on the tables in this section to determine their character's family background, homeland, major childhood event, influential associate, relationships, and drawbacks. Each element of the player's background adds options to the final list of ability boosts, skills, feats, and other options that their background can grant. The player writes these options down as they build their character's background. At the end of the process, they select the following from among the options written down.",
								{
									"type": "list",
									"items": [
										"Two ability boosts, each to a different ability score.",
										"Training in a {@skill Lore} skill.",
										"One skill feat (or possibly another feat or piece of equipment). If the player chooses a skill feat, they become trained in its prerequisite skill, or one of its possible prerequisite skills if it has multiple (such as {@feat Quick Identification}). If the random results include a feat that isn't a skill feat and the player selects that feat, they don't gain training in a skill. If they choose a piece of equipment instead of a skill feat, the entry indicates what skill training, if any, they receive."
									]
								},
								{
									"type": "pf2-h3",
									"name": "Rerolling and Selecting",
									"entries": [
										"At your discretion, the players don't have to be bound by any results from the following tables. Depending on how your group wants to use deep backgrounds, players can reroll any result they don't like, or even select a specific option from a table that fits their emerging vision of their character. However, if you allow players to reroll or directly select options (and potentially even if you don't), you might want to exclude options that grant feats other than skill feats; these options are unusual enough that they might put too much pressure on players to select only these options. Note that the following tables reflect the Core Rulebook and the Age of Lost Omens setting\u2014if your game takes place in a different setting, feel free to adjust the tables or allow players to select the options that best fit your setting."
									]
								}
							]
						},
						{
							"type": "pf2-h2",
							"name": "Generating Deep Backgrounds",
							"entries": [
								"As a player, follow the steps below to generate your character's deep background.",
								{
									"type": "pf2-h3",
									"name": "Step 1: Family Background",
									"entries": [
										"The word family means something different to everyone. You might have a biological family, adopted family, stepfamily, or any other kind and combination you choose; family bonds come in all types. To determine the number of family members you grew up with as an active part of your life, roll {@dice d100|1d%||onTable} on the following table. Use the medium family for most ancestries, small if you're a {@ancestry human|crb|half-elf|half-elf|crb} or {@ancestry human|crb|half-orc|half-orc|crb}, and large if you're a {@ancestry goblin} or {@ancestry halfling}. For ancestries other than those in the {@i Core Rulebook}, use the column that best suits the ancestry. It's up to you whether these family members are parents, siblings, grandparents, or other close relatives.",
										{
											"name": "Family Size",
											"id": "4-5",
											"source": "GMG",
											"page": 187,
											"colStyles": [
												"text-left",
												"text-center",
												"text-center",
												"text-center"
											],
											"rows": [
												[
													"{@dice d100|d%}",
													"Small Family",
													"Medium Family",
													"Large Family"
												],
												[
													"1-4",
													"0",
													"0",
													"0"
												],
												[
													"5-8",
													"0",
													"0",
													"1"
												],
												[
													"9-20",
													"0",
													"0",
													"2"
												],
												[
													"21-34",
													"0",
													"1",
													"3"
												],
												[
													"35-39",
													"1",
													"2",
													"3"
												],
												[
													"40-50",
													"1",
													"2",
													"4"
												],
												[
													"51-60",
													"2",
													"3",
													"4"
												],
												[
													"61-65",
													"2",
													"3",
													"5"
												],
												[
													"66-69",
													"2",
													"4",
													"5"
												],
												[
													"70-78",
													"3",
													"4",
													"5"
												],
												[
													"79-80",
													"4",
													"4",
													"6"
												],
												[
													"81-87",
													"4",
													"5",
													"6"
												],
												[
													"88-90",
													"5",
													"5",
													"6"
												],
												[
													"91-93",
													"5",
													"6",
													"7"
												],
												[
													"94-95",
													"6",
													"6",
													"7"
												],
												[
													"96-97",
													"6",
													"7",
													"7"
												],
												[
													"98-99",
													"7",
													"7",
													"8+"
												],
												[
													"100",
													"8+",
													"8+",
													"8+"
												]
											],
											"type": "table",
											"rollable": true
										},
										{
											"type": "list",
											"items": [
												"If you grew up with no family, you had to learn to survive on your own. Add a Strength ability boost and a Constitution ability boost to your options.",
												"If you grew up with one or two family members, your closeness to them made you highly aware of their feelings, and you. Add an Intelligence ability boost and a Wisdom ability boost to your options.",
												"If you grew up with three or more family members, you had to mediate family conflicts and negotiate a crowded home. Add a Charisma ability boost and a Dexterity ability boost to your options."
											]
										}
									]
								},
								{
									"type": "pf2-h3",
									"name": "Step 2: Homeland",
									"entries": [
										"Where you grew up is highly formative. Roll on the following table to determine the nature of your homeland. If your character is a {@ancestry dwarf}, {@dice 1d20-3|subtract 3||onTable}; if an {@ancestry elf}, {@dice 1d20+2|add 2||onTable}; if a {@ancestry goblin}, {@dice 1d20-4|subtract 4||onTable}. For ancestries other than those in the {@i Core Rulebook}, apply a modifier that best suits the ancestry, if needed. Work with your GM to flesh your homeland out in further detail. With any of these options, you add a {@skill Lore} skill based on your homeland's terrain to your background options, such as {@skill Lore||Forest Lore} for a wooded frontier or {@skill Lore||Absalom Lore} if you grew up in that city.",
										{
											"name": "Homeland",
											"id": "4-6",
											"source": "GMG",
											"page": 187,
											"colSizes": [
												1,
												5
											],
											"rows": [
												[
													"{@dice 1d20 + #$prompt_number:title=Enter a Number!,default=0$#}",
													"Result"
												],
												[
													"1 or less",
													"{@b Underground} You grew up in a partly or wholly underground region, such as a human mining town, a goblin warren, or a dwarf-held cavern. Add {@skill Lore||Engineering Lore}, {@skill Lore||Labor Lore}, and {@skill Lore||Mining Lore} to your background options."
												],
												[
													"2-3",
													"{@b Frontier} You grew up at the edge of a settled region. This might have been isolated hills if you are a dwarf, a ranch or farm if you are a human, or another similar frontier. Add {@skill Lore||Farming Lore}, {@skill Lore||Fishing Lore}, {@skill Lore||Hunting Lore}, {@skill Lore||Scouting Lore}, and {@skill Lore} pertaining to a type of creature that threatened your homeland regularly (such as {@skill Lore||Giant Lore}) to your background options."
												],
												[
													"4-5",
													"{@b Trade Town} People frequently passed through your homeland. You might have been raised near a major thoroughfare or crossroads, or in a small trade town. Add {@skill Lore||Accounting Lore}, {@skill Lore||Guild Lore}, {@skill Lore||Mercantile Lore}, {@skill Lore||Stabling Lore}, and {@skill Lore} of a common ancestry (such as {@skill Lore||Dwarf Lore}) to your background options."
												],
												[
													"6-7",
													"{@b Simple Village} You were raised in a sleepy village such as a bucolic gnome hamlet, a close-knit human town, or an established goblin fort. Add {@skill Lore||Herbalism Lore}, {@skill Lore||Midwifery Lore}, {@skill Lore||Milling Lore}, {@skill Lore||Tanning Lore}, and {@skill Lore} of a type of food, drink, or product the village was known for producing (such as {@skill Lore||Alcohol Lore} or {@skill Lore||Wagon Lore}) to your background options."
												],
												[
													"8-9",
													"{@b Cosmopolitan City} You were raised in a community where no single ancestry predominated. This might have created tensions, but the community might also have pulled together from diverse foundations. Add {@skill Lore||Art Lore}, {@skill Lore||Guild Lore}, {@skill Lore||Legal Lore}, and {@skill Lore||Underworld Lore} to your background options."
												],
												[
													"10-11",
													"{@b Metropolis} You grew up in one of the largest cities in the world, such as Absalom or Westcrown. Add {@skill Lore||Architecture Lore}, {@skill Lore||Gladiatorial Lore}, {@skill Lore||Guild Lore}, {@skill Lore||Legal Lore}, and {@skill Lore||Theater Lore} to your background options."
												],
												[
													"12",
													"{@b Front Lines} You grew up in a homeland torn by war. Even if you didn't personally participate, it was never far away. Add {@skill Lore||Heraldry Lore}, {@skill Lore||Scouting Lore}, and {@skill Lore||Warfare Lore} to your background options."
												],
												[
													"13-14",
													"{@b Itinerant} You never had a single place to call home. You might have been part of a nomadic caravan, a traveling group of entertainers, or a smuggling ring. Add {@skill Lore||Circus Lore}, Fortune-{@skill Lore||Telling Lore}, {@skill Lore||Games Lore}, {@skill Lore||Labor Lore}, and {@skill Lore||Underworld Lore} to your background options."
												],
												[
													"15",
													"{@b Another Ancestry's Settlement} Randomly determine another common ancestry; you grew up surrounded by that ancestry. Reroll on this table (with a modifier for the new ancestry, if applicable) to determine the type of community in which you grew up (for example, if your gnome grew up among dwarves and rolls a 3, they grew up underground). Add the {@feat Adopted Ancestry} feat and the {@skill Lore} skill related to your adopted ancestry (such as {@skill Lore||Dwarf Lore}) to your background options. If you select this feat instead of a skill feat, you aren't trained in a background skill."
												],
												[
													"16",
													"{@b Coastal Community} You grew up along a wide river, in a wetland, beside an ocean, or on an island. Add {@skill Lore||Fishing Lore}, {@skill Lore||Sailing Lore}, and {@skill Lore} of a specific type of sea creature (such as {@skill Lore||Shark Lore}) to your background options."
												],
												[
													"17-18",
													"{@b Religious Community} You were raised in a community of religious scholars, such as the town around an abbey, a remote elven forest shrine, or a dwarven temple-city. Add {@skill Lore||Art Lore}, {@skill Lore||Scribing Lore}, Lore about a deity that was the focus or enemy of your community (such as {@skill Lore||Pharasma Lore}), and {@skill Lore} about a plane (other than the Material Plane) where that deity resides to your background options."
												],
												[
													"19+",
													"{@b Academic Community} You were raised in or near a university, academy, or other center of learning. Add {@skill Lore||Academia Lore}, {@skill Lore||Genealogy Lore}, {@skill Lore||Library Lore}, and {@skill Lore||Scribing Lore} to your background options."
												]
											],
											"type": "table",
											"rollable": true
										}
									]
								},
								{
									"type": "pf2-h3",
									"name": "Step 3: Major Childhood Event",
									"entries": [
										"During your childhood, you were influenced by a significant event that helped shape the person you became. Roll on the table below to determine the type of event that shaped you.",
										{
											"name": "Major Childhood Event",
											"id": "4-7",
											"source": "GMG",
											"page": 188,
											"colSizes": [
												1,
												5
											],
											"rows": [
												[
													"{@dice 1d20}",
													"Result"
												],
												[
													1,
													"{@b Abandoned in a Distant Land} Due to some mischance (such as wandering off while on a trip or being press-ganged onto a seagoing ship), you had to survive in a distant land for a while. Add the {@feat Multilingual} skill feat to your background options."
												],
												[
													2,
													"{@b Academy Trained} You attended an academy where you studied a number of topics and skills. Whether you were a studious pupil or a dropout, the academy was your home for a good portion of your formative years. Add the {@feat Additional Lore} skill feat to your background options. If you select {@feat Additional Lore} as your skill feat, instead of becoming trained in {@skill Lore}, you become trained in your choice of {@skill Arcana}, {@skill Occultism}, or {@skill Society}."
												],
												[
													3,
													"{@b Attained a Magical Gift} When you were a child, you found, stole, or were given a magic item that gave you an extraordinary ability. Add the {@feat Arcane Sense} skill feat to your background options."
												],
												[
													4,
													"{@b Betrayed} A friend or family member whom you trusted more than anyone else betrayed you. Add the {@feat Lie to Me} skill feat to your background options."
												],
												[
													5,
													"{@b Bullied} In your early life, you were often picked on. The callousness of bullies sharpened your resolve to stand up for yourself and others. Add the {@feat Intimidating Glare} skill feat to your background options."
												],
												[
													6,
													"{@b Captured by Giants} You were captured by marauding giants and fought your way free. Add the {@feat Titan Wrestler} skill feat to your background options."
												],
												[
													7,
													"{@b Claimed an Inheritance} You were bequeathed great wealth or property at an early age. You retained some of it; add a piece of common adventuring gear worth 15 gp or less to your background options. If you select it instead of a skill feat, you are trained in {@skill Society}."
												],
												[
													8,
													"{@b Died} You died or came so close that you walked the boundary between life and death. Add the {@feat Diehard} feat to your background options. If you select it instead of a skill feat, you aren't trained in a background skill."
												],
												[
													9,
													"{@b Fell In with a Bad Crowd} In your youth, you ran with a criminal element: a gang, thieves' guild, or similar organization. Add the {@feat Experienced Smuggler} skill feat to your background options."
												],
												[
													10,
													"{@b Had an Ordinary Childhood} Your childhood was fairly ordinary, with no major catastrophe\u2014a stark contrast to most adventurers. Add the {@feat Assurance} skill feat for a skill of your choice to your background options."
												],
												[
													11,
													"{@b Had Your First Kill} You've had blood on your hands since your youth, when you first took the life of another. You still have the weapon you used for the deed; add a common weapon worth 15 gp or less to your background options. If you select this option instead of a skill feat, you are trained in {@skill Athletics}."
												],
												[
													12,
													"{@b Kidnapped} You were kidnapped at some point in your childhood and had to escape, perhaps by pirates, slavers, a cult, or someone else. Add the {@feat Quick Squeeze} skill feat to your background options."
												],
												[
													13,
													"{@b Lost in the Wilderness} Whether lured to the wilderness by a malevolent force or simply lost, you had to survive on your own for a while. Add the {@feat Survey Wildlife} skill feat to your background options."
												],
												[
													14,
													"{@b Met a Fantastic Creature} When you were a child, you made contact with a magical creature, such as a dragon, unicorn, genie, pixie, or similar creature. Add the {@feat Recognize Spell} skill feat to your background options."
												],
												[
													15,
													"{@b Raided} A horde of raiders attacked your settlement and killed and wounded several of your people. This could have been a band of highway robbers or a conquering army. You have a relic from those times; add an armor or shield worth 15 gp or less to your background options. If you select this option instead of a skill feat, you are trained in {@skill Medicine}."
												],
												[
													16,
													"{@b Robbed} Your family's possessions were stolen, and you vowed to catch the next burglar in the act. Add the {@feat Snare Crafting} skill feat to your background options."
												],
												[
													17,
													"{@b Survived a Disaster} You witnessed and survived a major disaster in your childhood years\u2014such as a great fire, flood, earthquake, volcano, or storm\u2014by relying on what was at hand. Add the {@feat Quick Repair} skill feat to your background options."
												],
												[
													18,
													"{@b Trained by a Mentor} A mentor or patron took an interest in your development and volunteered to train or sponsor you. Add the {@feat Experienced Professional} skill feat to your background options."
												],
												[
													19,
													"{@b Witnessed War} You grew up against the backdrop of a major military conflict that affected much of your childhood world. Add the {@feat Battle Medicine} skill feat to your background options."
												],
												[
													20,
													"{@b Won a Competition} You distinguished yourself at an early age when you won a competition. This might have been a martial contest of arms, a showing of apprentice magicians, high-stakes gambling, or something more mundane, like an eating contest. Add the {@feat Fascinating Performance} skill feat to your background options."
												]
											],
											"type": "table",
											"rollable": true
										}
									]
								},
								{
									"type": "pf2-h3",
									"name": "Step 4: Influencial Associate",
									"entries": [
										"You may have had several people who played key roles in developing their skills and personality, but one likely stands out as the most influential. Use one of the results below as a template to develop an NPC in deeper detail. Work with your GM to determine the current fate of this NPC and whether you can still call upon the NPC for aid.",
										{
											"name": "Influencial Associate",
											"id": "4-8",
											"source": "GMG",
											"page": 189,
											"colSizes": [
												1,
												5
											],
											"rows": [
												[
													"{@dice 1d20}",
													"Result"
												],
												[
													1,
													"{@b The Academic }One of your associates had a thirst for knowledge that could never be satisfied with simple answers. Through this association, you developed a keen appreciation for numbers, geometry, logic, hard study, and problem-solving. Add an Intelligence ability boost to your background options."
												],
												[
													2,
													"{@b The Boss} You once gained employment under a powerful individual with far-reaching influence. When the boss spoke up, everyone listened. This could have been a military commander, village leader, guild head, or gang boss. From the boss, you learned how to make people listen and keep them in line. Add a Charisma ability boost to your background options."
												],
												[
													3,
													"{@b The Champion} You were close to someone who excelled at athletic endeavors and tests of strength or skill. Through your friendship or rivalry, you developed a competitive spirit that continues to drive you in everything you do. Add a Strength ability boost to your background options."
												],
												[
													4,
													"{@b The Confidante} You could tell this person anything. They know your deepest secrets and vulnerabilities just as you know theirs, and thinking critically about another's perspective became second nature to you. Add an Intelligence ability boost to your background options."
												],
												[
													5,
													"{@b The Crafter} One of your major influences cherished perfection through art. From this person, you developed a disciplined mind, a solitary focus, and the ability to create something useful and beautiful. Add an Intelligence ability boost to your background options."
												],
												[
													6,
													"{@b The Criminal} One of your associates committed crimes regularly. They regaled you with many stories of daring robberies and break-ins\u2014perhaps even murders. You learned what you know of the criminal element from this friend. Add a Dexterity ability boost to your background options."
												],
												[
													7,
													"{@b The Dead One} One of your greatest influences was a sapient undead creature, such as a ghost, lich, graveknight, or vampire. Through this strange relationship, you learned of its mortal life, giving you perspective on your own life. Add a Constitution ability boost to your background options."
												],
												[
													8,
													"{@b The Fiend} You dealt with, or were possessed by, a fiend who lent you power at a time of great need. Some part of it remains inside you, influencing you toward destructive ends. Add a Strength ability boost to your background options."
												],
												[
													9,
													"{@b The Fool} One of your close associates mocked propriety and custom, engaging in wild and somewhat random actions from time to time. After a while, you learned there was simple wisdom to this foolery\u2014a careless worldview that taught you to cast off concern. Add a Wisdom ability boost to your background options."
												],
												[
													10,
													"{@b The Hunter} This person was a lone wolf who cautiously allowed you to become a member of their solitary pack. They taught you how to remain quick and thrive on your own in spite of natural dangers. Add a Dexterity ability boost to your background options."
												],
												[
													11,
													"{@b The Liege Lord} You became close with someone you were bound to serve, be it an employer, minor lord or lady, or even a king or queen. Though this person held power over you, they held you closer than a subject or servant. As a result, you're used to dealing with and being close to power. Add a Charisma ability boost to your background options."
												],
												[
													12,
													"{@b The Lover} You had a romantic connection in your past, and this person deeply influenced your personality. Perhaps this was a first love, a casual partner you grew close to, or the one who got away. The experience bolstered your confidence in romantic interactions, even though your thoughts still stray toward that special someone from long ago. Add a Charisma ability boost to your background options."
												],
												[
													13,
													"{@b The Mentor} You had a mentor who taught you everything worth knowing about life. This could have been the person who taught you your heroic abilities, or simply a kindred spirit who helped form your worldview. Add a Constitution ability boost to your background options."
												],
												[
													14,
													"{@b The Mercenary} With this person, there was always a cost. No deed came without a trade for something of equal or greater value. You respected their cynical but fair dealings, and they influenced your philosophy. Add a Strength ability boost to your background options."
												],
												[
													15,
													"{@b The Mystic} You were especially close to a holy person in your community who fundamentally changed your life, opening your eyes to the incredible powers that exist beyond the natural world. Regardless of whether you now follow a faith, certain religious artifacts, rituals, and texts played a large part in making you the person you are. Add a Wisdom ability boost to your background options."
												],
												[
													16,
													"{@b The Pariah} You met a disgraced exile and found in their words something that spoke to you. What once seemed true in your religion, society, or family began to appear false, and you quickly learned not to trust everyone you meet. Add a Wisdom ability boost to your background options."
												],
												[
													17,
													"{@b The Relative} You were especially close to a specific relative growing up. To you, this person was the meaning of family. They helped shepherd you into adulthood, teaching you everything you know about the world. You resolutely strive to keep a promise, vow, or oath that you made to them. Add a Constitution ability boost to your background options."
												],
												[
													18,
													"{@b The Seer} You were close to a person who claimed to see the future\u2014perhaps an oracle, seer, prophet, or merely some festival charlatan. The seer's influence either made you into an optimist with a drive to fulfill that future or a fatalist resigned to accept it. Add a Wisdom ability boost to your background options."
												],
												[
													19,
													"{@b The Wanderer} You knew someone who traveled from place to place with the changing of the wind, such as a minstrel, merchant, outcast, mercenary, or sailor. This person brought you wondrous mementos and inspired a wanderlust within you. Add a Dexterity ability boost to your background options."
												],
												[
													20,
													"{@b The Well-Connected Friend} In your circle of associates, there was someone everyone knew. This person had contacts in every social circle. Through this connection, you continue to meet and associate with a wide variety of people in every walk of life. Add a Charisma ability boost to your background options."
												]
											],
											"type": "table",
											"rollable": true
										}
									]
								},
								{
									"type": "pf2-h3",
									"name": "Step 5: Relationships",
									"entries": [
										"This aspect of background generation determines the relationships you have with the other PCs and why your character might choose to adventure with them. This step is best performed when the entire group is sitting together and can generate and discuss these connections with each other. You should select another character and roll on the first table to generate an inspiring connection, then determine a different character and roll on the second table to generate a challenging connection. You might choose these characters randomly, or the group might decide that each character has an inspiring connection with the character of the player sitting to the left and a challenging connection with the character of the player sitting to the right.",
										"Other players can reject a relationship connection they don't feel fits with their vision of their own character; in this case, pick another character or a different relationship. Even though you and the other characters share a connection, only you add the skill feats from the relationships you roll to your background options.",
										{
											"name": "Inspiring Relationship",
											"id": "4-9",
											"source": "GMG",
											"page": 190,
											"colSizes": [
												1,
												5
											],
											"rows": [
												[
													"{@dice 1d12}",
													"Result"
												],
												[
													1,
													"{@b Animal Helpers} When you and this character were younger, you worked together to nurse sick animals back to health. Add the Train Animal skill feat to your background options."
												],
												[
													2,
													"{@b Comrade-in-Arms} You and this character were once comrades in military service, and you trained yourself and this character to improve your physical fitness. Add the {@feat Assurance} skill feat for {@skill Athletics} to your background options."
												],
												[
													3,
													"{@b Desperate Intimidation} You had to frighten off pirates or slavers looking to capture you and this character. Add the {@feat Group Coercion} skill feat to your background options."
												],
												[
													4,
													"{@b Homelessness} At a time when you were both living on the streets, you taught this character valuable pointers to survive. Add the {@feat Streetwise} skill feat to your background options."
												],
												[
													5,
													"{@b Kindly Witch} This character connected you to a kindly but reclusive person who was living at the edge of civilization but had expansive knowledge to share. Add the {@feat Natural Medicine} skill feat to your background options."
												],
												[
													6,
													"{@b Liberators} You and this character worked together to free some captives\u2014including one of your friends or relatives\u2014from a gang of slavers. Add the {@feat Lengthy Diversion} skill feat to your background options."
												],
												[
													7,
													"{@b Magician} This character supported your brief dalliance with stage magic, which you took up as a precursor to learning actual magic or simply to keep your fingers nimble. Add the {@feat Subtle Theft} skill feat to your background options."
												],
												[
													8,
													"{@b Missing Child} When a young relative disappeared in a busy market, this character helped you question merchants and shoppers and find the child before they came to any harm. Add the {@feat Hobnobber} skill feat to your background options."
												],
												[
													9,
													"{@b Patron of the Arts} This character encouraged you to excel at a type of performance you loved, even going so far as to support you in lean times. Add the {@feat Virtuosic Performer} skill feat to your background options."
												],
												[
													10,
													"{@b Religious Students} You and this character shared some religious training in the past, even if you didn't stick with it, and you admired their piety. Add the {@feat Student of the Canon} skill feat to your background options."
												],
												[
													11,
													"{@b Timely Cure} When a family member of yours was dying and there didn't seem to be much hope, this character brought a simple but effective alchemical cure. You are determined to pay this favor forward. Add the {@feat Alchemical Crafting} skill feat to your background options."
												],
												[
													12,
													"{@b Wasteland Survivors} You and this character were lost in a dangerous wasteland together and depended upon each other for survival; you're still not certain that either of you would have survived the ordeal without the other's aid. Add the {@feat Forager} skill feat to your background options."
												]
											],
											"type": "table",
											"rollable": true
										},
										{
											"name": "Challenging Relationship",
											"id": "4-10",
											"source": "GMG",
											"page": 190,
											"colSizes": [
												1,
												5
											],
											"rows": [
												[
													"{@dice 1d12}",
													"Result"
												],
												[
													1,
													"{@b Accidental Fall} This character once inadvertently shoved you off a ledge or balcony. You're mostly certain it was a mistake, but the fall was terrifying, and you've resolved to never be caught unaware like that again. Add the {@feat Cat Fall} skill feat to your background options."
												],
												[
													2,
													"{@b Accusation of Theft} You were once secretly certain that this character stole a cherished valuable from you. You were determined to steal it back, until you learned that this character wasn't in fact to blame and you'd only misplaced the item. Add the {@feat Pickpocket} skill feat to your background options."
												],
												[
													3,
													"{@b Called Before Judges} Information provided by this character\u2014either intentionally or inadvertently given\u2014required you to justify yourself in front of a group of bureaucrats or magistrates. Add the {@feat Group Impression} skill feat to your background options."
												],
												[
													4,
													"{@b Matter of Might} You have long considered this character your rival in a question of strength. You are determined to prove yourself to be mightier, perhaps by intelligent application of force if you aren't physically imposing. Add the {@feat Hefty Hauler} skill feat to your background options."
												],
												[
													5,
													"{@b Mercantile Expertise} To encourage an employer to hire you instead of this character, you worked hard to demonstrate your keen mercantile sense. It didn't work; the employer hired this character anyway. Add the {@feat Bargain Hunter} skill feat to your background options."
												],
												[
													6,
													"{@b Privileged Position} You once sought the favor of a powerful spellcaster as a mentor, but this character was plainly the mentor's favorite, no matter how hard you tried. Add the {@feat Quick Identification} skill feat to your background options."
												],
												[
													7,
													"{@b Relationship Ender} You once warned off an admirer seeking this character's affections. You still maintain that the match would have been a poor one and that you did this character a favor. Add the {@feat Quick Coercion} skill feat to your background options."
												],
												[
													8,
													"{@b Rival Trackers} You and this character worked for a time as rival hunters, whether tracking animals or escaped criminals. Add the {@feat Experienced Tracker} skill feat to your background options."
												],
												[
													9,
													"{@b Seeking Accolades} You never seemed to capture the attention of the crowds at the tavern as easily as this character did, so you worked hard to practice your showmanship. Add the {@feat Impressive Performance} skill feat to your background options."
												],
												[
													10,
													"{@b Slander} You and this character were rivals for the same person's affections, and you stooped to spreading vicious lies before the whole situation fell apart. Add the {@feat Charming Liar} skill feat to your background options."
												],
												[
													11,
													"{@b Social Maneuvering} You have always wanted to prove yourself better than this character in a fancy social situation but have yet to decisively do so. Add the {@feat Courtly Graces} skill feat to your background options"
												],
												[
													12,
													"{@b Spy} You spied upon this character in the past, either at the behest of someone else or because of your own suspicions. Add the {@feat Read Lips} skill feat to your background options."
												]
											],
											"type": "table",
											"rollable": true
										}
									]
								}
							]
						}
					]
				},
				{
					"type": "pf2-h1",
					"source": "GMG",
					"page": 192,
					"name": "Feats and Features",
					"entries": [
						{
							"type": "pf2-h2",
							"name": "Dual-Class PCs",
							"source": "GMG",
							"page": 192,
							"entries": [
								"Sometimes, especially when you have a particularly small play group or want to play incredibly versatile characters, you might want to allow dual-class characters that have the full benefits of two different classes.",
								{
									"type": "pf2-h3",
									"name": "Building a Dual-Class Character",
									"entries": [
										"When building a dual-class character, the primary changes to the character creation process are fairly straightforward. Choose and implement your character's ancestry and background as normal. Then, when you get to the step of choosing a class, select two classes and add everything from each class except Hit Points and starting skills: initial proficiencies, class features, class feats, extra skill feats and skill increases for rogues, and so on. As always, use the highest proficiency granted for a given statistic. For instance, if one class gave you expert proficiency in Will saves and the other gave you master proficiency in Will saves, you would be a master in Will saves.",
										"Use only the higher Hit Points per level from the two classes. For starting skills, apply the skills automatically granted by each class, and then apply the larger number of additional skills. For instance, a {@class cleric} of {@deity Shelyn}/{@class ranger} would gain Hit Points equal to 10 + their Constitution modifier per level, start with the trained proficiency rank in {@skill Nature} and {@skill Survival} from {@class ranger} and {@skill Religion} and either {@skill Crafting} or {@skill Performance} from {@class cleric}, and then gain a number of additional skills of their choice equal to 4 + their Intelligence modifier, since the ranger provides the trained proficiency rank in more additional skills than the cleric does (this example doesn't include any skills they gained from their background or other sources). This character would also have the {@classFeature deity|Cleric||1}, {@classFeature divine spellcasting|Cleric||1}, {@classFeature divine font|Cleric||1}, and {@classFeature doctrine|Cleric||1} class features from {@class cleric} plus the {@classFeature Hunt Prey|Ranger||1}, {@classFeature hunter's edge|Ranger||1}, and {@classFeature ranger feats|Ranger||1||ranger feat} class features from {@class ranger}.",
										{
											"type": "pf2-h4",
											"name": "Spells",
											"entries": [
												"Dual-class spellcasters get full access to all the spells of any spellcasting classes they have. For instance, a {@class sorcerer}/{@class wizard} gets five cantrips in their spell repertoire from {@class sorcerer}, five prepared cantrips from {@class wizard}, three spontaneous 1st-level spell slots from the sorcerer (with three 1st-level spells in their repertoire), and three 1st-level prepared spell slots from wizard (or four, for a specialist). They keep these spells entirely separate and get the full benefits of both spellcasting class features, even if both classes use the same tradition.",
												"Classes with focus pools get all the Focus Points granted by all of them. These share one focus pool as normal, with the standard cap of 3 maximum Focus Points."
											]
										},
										{
											"type": "pf2-h4",
											"name": "Character Advancement",
											"entries": [
												"A dual-class character gains the class feats and class features for both classes at each level as they advance, with the exception of ability boosts, general feats, skill feats, and skill increases\u2014the character gets each of these benefits only once per level, since both classes would provide the same benefit. (A dual-class rogue/ranger still gets the extra skill feat and skill increase at levels where the other class doesn't provide them.)",
												"If a character gains the same proficiency rank in a statistic more than once, they still use only the highest rank. In the example above, when the {@class cleric} gets {@classFeature Alertness|Cleric||5} at 5th level, they wouldn't change their {@skill Perception} rank, since it was already expert due to the {@class ranger|crb|ranger's} {@classFeature initial proficiencies|Ranger||1}."
											]
										}
									]
								},
								{
									"type": "pf2-h3",
									"name": "Playing with Dual-Class Characters",
									"entries": [
										"Playing a dual-class character certainly gives a character more options, and adding additional spellcasting classes can result in a significantly wider variety of powerful spell effects available to each character. Nonetheless, this sort of dual-classing is more likely to increase the party's longevity than it is to drastically adjust the level of opponents a dual-class character should be fighting. The increases to saving throw proficiencies and Hit Points make characters somewhat sturdier and able to take on slightly higher challenges, but not every fight should be harder, nor should encounters exceed extreme-threat difficulty.",
										"Dual-classing in two similar martial classes to double up on their advantages can result in characters who, instead of increasing their flexibility, become drastically more powerful in one focus. For instance, a fighter/ranger with the flurry hunter's edge gains access to incredibly accurate press actions, and a barbarian/fighter has the barbarian's high damage plus the fighter's high accuracy. One way around this is to simply disallow combinations that double down on a narrow ability, and instead encourage dual-class characters that open up narrative options and increase the character's flexibility. The other solution is to raise the challenge from the opposition, treating the party as if the characters were a level higher. However, this is a choice that affects the whole group, even if only one character is built to mow down foes.",
										"Due to the increased number of class feats a dual-class character has, you should limit how much of a benefit a character gets from feats that scale based on the number of feats you have, such as Resiliency feats from multiclass archetypes. Typically, the limit should be half the number of total class feats the character has."
									]
								}
							]
						},
						{
							"type": "pf2-h2",
							"name": "Free Archetype",
							"source": "GMG",
							"page": 194,
							"entries": [
								"Sometimes the story of your game calls for a group where everyone is a pirate or an apprentice at a magic school. The free archetype variant introduces a shared aspect to every character without taking away any of that character's existing choices. It can also provide a lighter version of dual-class characters by giving everyone a free multiclass archetype.",
								{
									"type": "pf2-h3",
									"name": "Building a Character",
									"entries": [
										"The only difference between a normal character and a free-archetype character is that the character receives an extra class feat at 2nd level and every even level thereafter that they can use only for archetype feats. Depending on the needs of the group and the theme of the game, you might restrict the free feats to those of a single archetype each character in the group has (for a shared backstory), those of archetypes fitting a certain theme (such as only ones from magical archetypes in a game set in a magic school), or entirely unrestricted if you just want a higher-powered game.",
										"If the group all has the same archetype or draws from a limited list, you might want to ignore the free archetype's normal restriction of selecting a certain number of feats before taking a new archetype. That way a character can still pursue another archetype that also fits their character."
									]
								},
								{
									"type": "pf2-h3",
									"name": "Playing with Free Archetypes",
									"entries": [
										"Free-archetype characters are a bit more versatile and powerful than normal, but usually not so much that they unbalance your game. However, due to the characters' increased access to archetype feats, you should place a limit on the number of feats that scale based on a character's number of archetype feats (mainly multiclass Resiliency feats). Allowing a character to benefit from a number of these feats equal to half their level is appropriate, as this is the maximum number of feats you could use to take archetype feats without this variant."
									]
								}
							]
						},
						{
							"type": "pf2-h2",
							"name": "Ancestry Paragon",
							"source": "GMG",
							"page": 194,
							"entries": [
								"Most characters have some elements that connect them to their ancestry but identify more strongly with their class or unique personality. Sometimes, though, a character is the embodiment of their ancestry to the point that it's of equal importance to their class. For a game where an ancestral background is a major theme and such characters are the norm, your group might consider using the ancestry paragon variant.",
								{
									"type": "pf2-h3",
									"name": "Building an Ancestry Paragon Character",
									"entries": [
										"When creating an ancestry paragon character, instead of starting with one ancestry feat and gaining another at 5th, 9th, 13th, and 17th levels, the character starts with two ancestry feats and gains another at every odd level thereafter (3rd, 5th, 7th, 9th, and so on) for a total of 11 ancestry feats."
									]
								},
								{
									"type": "pf2-h3",
									"name": "Playing with Ancestry Paragon Characters",
									"entries": [
										"Ancestry paragon characters have a bit more versatility and power than other characters, though their extra abilities are usually limited to themes the ancestry already was suited for. It's unlikely to affect the game balance of combat encounters, but it might make exploration and social challenges easier for the heroes."
									]
								}
							]
						},
						{
							"type": "pf2-h2",
							"name": "Simplified Ancestries",
							"source": "GMG",
							"page": 194,
							"entries": [
								"The variants presented so far have mostly been aimed at groups looking to increase their nuance in exchange for greater character complexity. However, sometimes players are looking for something a little simpler instead, or want to increase the complexity in one area and decrease it elsewhere, keeping a rough balance. In games where a character's ancestry is only incidental and each PC is more defined by their class and individual characteristics, simplified ancestries allows your group to pick an ancestry and go.",
								{
									"type": "pf2-h3",
									"name": "Building a Simplified Ancestry Character",
									"entries": [
										"When choosing an ancestry for a simplified ancestry character, you gain the ancestry's normal abilities at 1st level, choose a heritage, and gain the appropriate lore feat ({@skill Lore||Dwarven Lore} for dwarves, for example) as your ancestry feat. Simplified ancestry characters never gain ancestry feats beyond that first lore feat. If you want to keep the power level of your game consistent, you can replace the ancestry feats gained at higher levels with general feats."
									]
								}
							]
						},
						{
							"type": "pf2-h2",
							"name": "Simplified Ancestries",
							"source": "GMG",
							"page": 194,
							"entries": [
								"The standard system gives feats specifically to spend on skills to let PCs gain fun, skill-based options without feeling like they had to sacrifice a feat that could have improved their class's core specialties. In some games, especially those focused on combat with little exploration, downtime, or social interaction, the PCs might have more skill feats than they need. The simplified skill feats variant allows you to reduce this aspect of decision-making.",
								{
									"type": "pf2-h3",
									"name": "Building a Simplified Skill Feat Character",
									"entries": [
										"Simplified skill feat characters don't receive any skill feats, even from their backgrounds. They still gain general feats and can use those to select skill feats if they want a crucial ability. You may want to allow rogues to gain skill feats, but at the normal advancement most characters have, instead of their usual double advancement."
									]
								},
								{
									"type": "pf2-h3",
									"name": "Playing with Simplified Skill Feat Characters",
									"entries": [
										"While you probably won't need to adjust combat challenges at all for simplified skill feat characters, skillbased challenges\u2014especially social challenges\u2014will be tougher, especially at higher levels where it's expected characters will have more efficient skill-based abilities due to skill feats. If you prefer more baseline difficulty, you could adjust the expectations down slightly."
									]
								}
							]
						}
					]
				},
				{
					"type": "pf2-h1",
					"blue": true,
					"name": "Level 0 Characters",
					"source": "GMG",
					"page": 195,
					"entries": [
						{
							"type": "pf2-h2",
							"name": "Building Characters",
							"entries": [
								"Building a level 0 character is similar to building a 1st-level character, but you stop after choosing your ancestry and background. A level 0 character still gets the four free ability boosts from Step 6 of the normal character creation process, but not the class ability boost.",
								{
									"type": "pf2-h3",
									"name": "Initial Proficiencies",
									"entries": [
										"A level 0 character is trained in {@skill Perception}, all saving throws, unarmed attacks, unarmored defense, and one simple weapon of their choice. Additionally, they are trained in a number of skills equal to 2 + their Intelligence modifier. The proficiency bonus for a level 0 character works the same way as normal, but since the level is 0, the total proficiency bonus for being trained is +2."
									]
								},
								{
									"type": "pf2-h3",
									"name": "Hit Points",
									"entries": [
										"A level 0 character adds their Constitution modifier to their ancestry Hit Points to determine their starting Hit Points."
									]
								},
								{
									"type": "pf2-h3",
									"name": "Starting Money",
									"entries": [
										"A level 0 character starts with 5 gp (50 sp) to spend on equipment."
									]
								},
								{
									"type": "pf2-h3",
									"name": "Apprentice Option",
									"entries": [
										"If the story you want to tell is about characters who have started training to become a particular class, you can grant them a small number of additional abilities. An apprentice character is trained in the skill or skills specified for their chosen class (such as {@skill Occultism} and {@skill Performance} for a {@class bard}) in addition to the skills they gain through their initial proficiencies. They also gain benefits based on the class.",
										{
											"type": "pf2-h4",
											"name": "Alchemist",
											"entries": [
												"An apprentice {@class alchemist} gains the {@classFeature advanced alchemy|Alchemist|CRB|1} ability of the {@classFeature alchemy|Alchemist|CRB|1} class feature. Their advanced alchemy level is 1, and they have one batch of infused reagents each day. They can make only infused alchemical items."
											]
										},
										{
											"type": "pf2-h4",
											"name": "Monk",
											"entries": [
												"An apprentice {@class monk} gains the {@classFeature powerful fist|Monk|CRB|1} class feature."
											]
										},
										{
											"type": "pf2-h4",
											"name": "Other Martial Class",
											"entries": [
												"An apprentice of another martial class ({@class barbarian}, {@class champion}, {@class fighter}, {@class ranger}, or {@class rogue}) is trained in light armor, all simple weapons, and one martial weapon listed in the class's initial proficiencies. If a martial class not listed here lacks light armor or martial weapon training (as the {@class monk} does), give it a different ability as well."
											]
										},
										{
											"type": "pf2-h4",
											"name": "Spellcaster",
											"entries": [
												"An apprentice spellcaster is trained in the appropriate magic tradition and gains two cantrips from their class. A prepared caster can't change these cantrips each day."
											]
										}
									]
								}
							]
						},
						{
							"type": "pf2-h2",
							"name": "Gameplay",
							"entries": [
								"Combat can be especially dangerous for level 0 characters. For safety's sake, you might treat the characters as level \u20131 when determining what combat encounters are appropriate. For skill checks, they can still accomplish tasks with a simple trained DC using their trained skills, but success is less certain. Since they have fewer skills, the party might not have anyone trained for a given task.",
								"If you're playing these characters for more than a few sessions, consider advancing them to 1st level using the fast advancement speed (800 XP). If your group wants a longer experience at level 0, start the group without the apprentice benefits, then level up to apprentice (gaining those benefits and the apprentice adjustments for their class), and then level up to 1st level.",
								{
									"type": "pf2-h3",
									"name": "Treasure",
									"entries": [
										"As the characters start with 5 gp, their adventures up to 1st level should account for the rest of a 1st-level character's starting money. That means you'll distribute treasure worth 10 gp × the number of PCs, a large percentage of which should be in currency."
									]
								}
							]
						}
					]
				},
				{
					"type": "pf2-h1",
					"source": "GMG",
					"page": 196,
					"name": "Magic Item Variants",
					"entries": [
						{
							"type": "pf2-h2",
							"name": "Automatic Bonus Progression",
							"source": "GMG",
							"page": 196,
							"entries": [
								"This variant removes the item bonus to rolls and DCs usually provided by magic items (with the exception of armor's item bonus) and replaces it with a new kind of bonus\u2014potency\u2014to reflect a character's innate ability instead. In this variant, magic items, if they exist at all, can provide unique special abilities rather than numerical increases.",
								{
									"type": "pf2-h3",
									"name": "Special Class Features",
									"entries": [
										"Every character automatically gains the class features on {@table Automatic Bonus Progression|GMG|Table 4\u201311: Automatic Bonus Progression}.",
										{
											"name": "Automatic Bonus Progression",
											"id": "4-11",
											"source": "GMG",
											"page": 196,
											"labelRowIdx": [
												0
											],
											"colStyles": [
												"text-left",
												"text-left"
											],
											"rows": [
												[
													"Level",
													"Benefits"
												],
												[
													1,
													"\u2013"
												],
												[
													2,
													"Attack potency +1"
												],
												[
													3,
													"Skill potency (one at +1)"
												],
												[
													4,
													"Devastating attacks (two dice)"
												],
												[
													5,
													"Defense potency +1"
												],
												[
													6,
													"Skill potency (two at +1 each)"
												],
												[
													7,
													"Perception potency +1"
												],
												[
													8,
													"Saving throw potency +1"
												],
												[
													9,
													"Skill potency (one at +2, one at +1)"
												],
												[
													10,
													"Attack potency +2"
												],
												[
													11,
													"Defense potency +2"
												],
												[
													12,
													"Devastating attacks (three dice)"
												],
												[
													13,
													"Perception potency +2; skill potency (two at +2, one at +1)"
												],
												[
													14,
													"Saving throw potency +2"
												],
												[
													15,
													"Skill potency (three at +2 each, one at +1)"
												],
												[
													16,
													"Attack potency +3"
												],
												[
													17,
													"Ability apex; skill potency (one at +3, two at +2 each, two at +1 each)"
												],
												[
													18,
													"Defense potency +3"
												],
												[
													19,
													"Devastating attacks (four dice), Perception potency +3"
												],
												[
													20,
													"Saving throw potency +3; skill potency (two at +3 each, two at +2 each, two at +1 each)"
												]
											],
											"type": "table"
										},
										{
											"type": "pf2-h4",
											"name": "Attack Potency",
											"level": 2,
											"entries": [
												"Starting at 2nd level, you gain a +1 potency bonus to attack rolls with all weapons and unarmed attacks. This increases to +2 at 10th level, and +3 at 16th level."
											]
										},
										{
											"type": "pf2-h4",
											"name": "Skill Potency",
											"level": 3,
											"entries": [
												"At 3rd level, choose a single skill. You gain a +1 potency bonus with that skill. At 6th level, choose a second skill to gain a +1 potency bonus. At 9th level, choose one of those skills and increase its potency bonus to +2. At 13th level, increase the potency bonus of your second skill to +2 and choose a third skill to gain a +1 potency bonus. At 15th level, increase the third skill's potency bonus to +2 and choose a fourth skill to gain a +1 potency bonus. At 17th level, choose one of your three skills with a +2 potency bonus to increase to +3, and choose a fifth skill to gain a +1 potency bonus. Finally, at 20th level, choose one of the two skills with a +2 potency bonus to increase to +3, choose one of the three skills at a +1 potency bonus to increase to +2, and choose one new skill to gain a +1 potency bonus. You can spend 1 week to retrain one of these assignments at any time."
											]
										},
										{
											"type": "pf2-h4",
											"name": "Devastating Attacks",
											"level": 4,
											"entries": [
												"At 4th level, your weapon and unarmed {@action Strike||Strikes} deal two damage dice instead of one. This increases to three at 12th level and to four at 19th level."
											]
										},
										{
											"type": "pf2-h4",
											"name": "Defense Potency",
											"level": 5,
											"entries": [
												"At 5th level, you gain a +1 potency bonus to AC. At 11th level, this bonus increases to +2, and at 18th level, to +3."
											]
										},
										{
											"type": "pf2-h4",
											"name": "Perception Potency",
											"level": 7,
											"entries": [
												"At 7th level, you gain a +1 potency bonus to Perception, increasing to +2 at level 13 and +3 at level 19."
											]
										},
										{
											"type": "pf2-h4",
											"name": "Saving Throw Potency",
											"level": 8,
											"entries": [
												"At 8th level, you gain a +1 potency bonus to saves, increasing to +2 at level 14 and +3 at level 20."
											]
										},
										{
											"type": "pf2-h4",
											"name": "Ability Apex",
											"level": 17,
											"entries": [
												"At 17th level, choose one ability score to either increase by 2 or increase to 18 (whichever grants the higher score)."
											]
										}
									]
								},
								{
									"type": "pf2-h3",
									"name": "Adjusting Items and Treasure",
									"entries": [
										"With this variant, you can ignore as much of {@table Party Treasure by Level|CRB|Table 10\u20139: Party Treasure by Level} on page 509 of the Core Rulebook as you want, though you'll usually want to provide consistent currency. The main area your choice will impact is in spellcasting items, such as scrolls and wands.",
										"Remove all potency runes, striking runes, and resilient runes. Items that normally grant an item bonus to statistics or damage dice no longer do, other than the base item bonus to AC from armor. Apex items do not increase ability scores. If your world still includes magic items, a safe bet is to continue to give out consumable items at roughly the rate on {@table Party Treasure by Level|CRB|Table 10\u20139} of the Core Rulebook.",
										"If you choose to eliminate runes entirely, this can reduce the PCs' damage since they won't have runes like {@item flaming (generic)||flaming} or {@item holy}. If you've removed nearly all treasure, challenges might become more difficult, even with automatic bonuses."
									]
								}
							]
						},
						{
							"type": "pf2-h2",
							"name": "High-Quality",
							"source": "GMG",
							"page": 197,
							"entries": [
								"In this variant, gear can provide bonuses even if it's not magical. This is useful for games and settings that set out to give fine, non-magical items the same prominence as magic items. High-quality gear requires the corresponding proficiency rank in {@skill Crafting} to {@action Craft}.",
								{
									"name": "High-Quality Weapons",
									"id": "4-12",
									"source": "GMG",
									"page": 197,
									"labelRowIdx": [
										0
									],
									"colStyles": [
										"text-left",
										"text-center",
										"text-center",
										"text-center",
										"text-center"
									],
									"rows": [
										[
											"Quality",
											"Item Bonus",
											"Property Rune Slots",
											"Item Level",
											"Price"
										],
										[
											"Expert",
											"+1",
											"1",
											"2",
											"35 gp"
										],
										[
											"Master",
											"+2",
											"2",
											"10",
											"935 gp"
										],
										[
											"Legendary",
											"+3",
											"3",
											"16",
											"8,935 gp"
										]
									],
									"type": "table"
								},
								{
									"name": "High-Quality Armor",
									"id": "4-13",
									"source": "GMG",
									"page": 197,
									"labelRowIdx": [
										0
									],
									"colStyles": [
										"text-left",
										"text-center",
										"text-center",
										"text-center",
										"text-center"
									],
									"rows": [
										[
											"Quality",
											"Bonus Increase",
											"Property Rune Slots",
											"Item Level",
											"Price"
										],
										[
											"Expert",
											"+1",
											"1",
											"5",
											"160 gp"
										],
										[
											"Master",
											"+2",
											"2",
											"11",
											"1,060 gp"
										],
										[
											"Legendary",
											"+3",
											"3",
											"18",
											"20,560 gp"
										]
									],
									"type": "table"
								},
								{
									"name": "Devastating Weapons",
									"id": "4-14",
									"source": "GMG",
									"page": 197,
									"labelRowIdx": [
										0
									],
									"colStyles": [
										"text-left",
										"text-center",
										"text-center",
										"text-center",
										"text-center"
									],
									"rows": [
										[
											"Quality",
											"Item Bonus",
											"Damage Dice",
											"Property Rune Slots",
											"Item Level",
											"Price"
										],
										[
											"Expert",
											"+1",
											"1",
											"1",
											"2",
											"35 gp"
										],
										[
											"Expert devastating",
											"+1",
											"2",
											"1",
											"4",
											"100 gp"
										],
										[
											"Master",
											"+2",
											"2",
											"2",
											"10",
											"1,000 gp"
										],
										[
											"Master devastating",
											"+2",
											"3",
											"2",
											"12",
											"2,000 gp"
										],
										[
											"Legendary",
											"+3",
											"3",
											"3",
											"16",
											"10,000 gp"
										],
										[
											"Legendary devastating",
											"+3",
											"4",
											"3",
											"19",
											"40,000 gp"
										]
									],
									"type": "table"
								},
								{
									"name": "Resilient Armor",
									"id": "4-15",
									"source": "GMG",
									"page": 197,
									"labelRowIdx": [
										0
									],
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										[
											"Quality",
											"Bonus Increase",
											"Save Bonus",
											"Property Rune Slots",
											"Item Level",
											"Price"
										],
										[
											"Expert",
											"+1",
											"\u2013",
											"1",
											"5",
											"160 gp"
										],
										[
											"Expert resilient",
											"+1",
											"+1",
											"1",
											"8",
											"500 gp"
										],
										[
											"Master",
											"+2",
											"+1",
											"2",
											"11",
											"1,400 gp"
										],
										[
											"Master resilient",
											"+2",
											"+2",
											"2",
											"14",
											"4,500 gp"
										],
										[
											"Legendary",
											"+3",
											"+2",
											"3",
											"18",
											"24,000 gp"
										],
										[
											"Legendary resilient",
											"+3",
											"+3",
											"3",
											"20",
											"70,000 gp"
										]
									],
									"type": "table"
								},
								{
									"type": "pf2-h3",
									"name": "High-Quality Weapons and Armor",
									"entries": [
										"High-quality weapons and armor give the same benefits as weapon and armor potency runes ({@table High-Quality Weapons|GMG|Tables 4\u201312} and {@table High-Quality Armor|GMG|4\u201313}). To remove magic from weapons and armor, you can use the devastating attacks and saving throw potency entries from the {@variantrule Automatic Bonus Progression|GMG|automatic bonus progression} variant, or you can have quality also provide the effects of striking and resilient runes, using {@table Devastating Weapons|GMG|Table 4\u201314} and {@table Resilient Armor|GMG|Table 4\u201315}. If you choose to still have magic weapons and armor, the effects don't stack with quality."
									]
								},
								{
									"type": "pf2-h3",
									"name": "High-Quality Skill Items",
									"entries": [
										"Items with skill or {@skill Perception} bonuses don't have fundamental runes. If an existing skill bonus item costs less than the listed Price for a high-quality skill item or has a lower level, it likely has a feature such as a limitation, so adjust accordingly. A character in a game with this variant can {@action Craft} or buy a non-magical item to boost {@skill Perception} or a skill using the table below."
									]
								},
								{
									"name": "High-Quality Skill Item",
									"id": "4-16",
									"source": "GMG",
									"page": 197,
									"labelRowIdx": [
										0
									],
									"colStyles": [
										"text-center",
										"text-center",
										"text-center",
										"text-center"
									],
									"rows": [
										[
											"Quality",
											"Item Bonus",
											"Item Level",
											"Price"
										],
										[
											"Expert",
											"+1",
											"3",
											"40 gp"
										],
										[
											"Master",
											"+2",
											"9",
											"550 gp"
										],
										[
											"Legendary",
											"+3",
											"17",
											"11,000 gp"
										]
									],
									"type": "table"
								}
							]
						}
					]
				},
				{
					"type": "pf2-h1",
					"blue": true,
					"name": "Proficiency Without Level",
					"source": "GMG",
					"page": 198,
					"entries": [
						"The proficiency rank progression in the {@i Core Rulebook} is designed for heroic fantasy games where heroes rise from humble origins to world-shattering strength. For some games, this narrative arc doesn't fit. Such games are about hedging bets in an uncertain and gritty world, in which even the world's best fighter can't guarantee a win against a large group of moderately skilled brigands. In games like these, your group might want to consider removing the character's level from the proficiency bonus.",
						"The initial implementation is fairly straightforward: the proficiency bonus just becomes +2 for trained, +4 for expert, +6 for master, and +8 for legendary. We recommend giving an untrained character a \u20132 proficiency modifier instead of a +0 proficiency bonus.",
						"Additionally, for creatures, hazards, magic items, and so on, reduce each statistic that would include a proficiency bonus by the level of the creature or other rules element. These statistics are typically modifiers and DCs for attacks, ACs, saving throws, Perception, skills, and spells.",
						"Finally, decrease the skill DCs of most tasks to account for the level being removed. You can just subtract the level from the DC tables on page 503 of the {@i Core Rulebook}, or you can reference {@table Simple Skill DCs (No Level)|GMG|Table 4\u201317: Simple Skill DCs (No Level)} for a set of DCs that's easier to remember. The new DCs make it a little harder for high-level characters to succeed than it would be when using the default numbers from the Core Rulebook, in keeping with the theme mentioned earlier. Combat outcomes will tend to flatten out, with critical successes and critical failures being less likely across the game. This is particularly notable in spells, where you're less likely to see the extreme effects of critical failures on saves.",
						{
							"name": "Simple Skill DCs (No Level)",
							"id": "4-17",
							"source": "GMG",
							"page": 198,
							"labelRowIdx": [
								0
							],
							"colStyles": [
								"text-center",
								"text-center"
							],
							"rows": [
								[
									"Proficiency Rank",
									"DC"
								],
								[
									"Untrained",
									"10"
								],
								[
									"Trained",
									"15"
								],
								[
									"Expert",
									"20"
								],
								[
									"Master",
									"25"
								],
								[
									"Legendary",
									"30"
								]
							],
							"type": "table"
						},
						{
							"type": "pf2-h2",
							"name": "Adjusting Encounters",
							"entries": [
								"Telling stories where a large group of low-level monsters can still be a significant threat to a high-level PC (and conversely, a single higher-level monster is not much of a threat to a group of PCs) requires some significant shifts in encounter building, including shifts in the PCs' rewards.",
								"Under the math in the {@i Core Rulebook}, two monsters of a certain level are roughly as challenging as a single monster 2 levels higher. However, with level removed from proficiency, this assumption is no longer true. The XP budget for creatures uses a different scale, as shown in {@table Creature XP (No Level)|GMG|Table 4\u201318: Creature XP (No Level)}. You'll still use the same XP budget for a given threat level as shown on {@table Encounter Budget|CRB|Table 10\u20131: Encounter Budget} (80 XP for a moderate-threat encounter, 120 for a severe-threat encounter, and so on).",
								{
									"name": "Creature XP (No Level)",
									"id": "4-18",
									"source": "GMG",
									"page": 198,
									"labelRowIdx": [
										0
									],
									"colStyles": [
										"text-center",
										"text-center"
									],
									"rows": [
										[
											"Creature's Level",
											"XP"
										],
										[
											"Party level \u2013 7",
											"9"
										],
										[
											"Party level \u2013 6",
											"12"
										],
										[
											"Party level \u2013 5",
											"14"
										],
										[
											"Party level \u2013 4",
											"18"
										],
										[
											"Party level \u2013 3",
											"21"
										],
										[
											"Party level \u2013 2",
											"26"
										],
										[
											"Party level \u2013 1",
											"32"
										],
										[
											"Party level",
											"40"
										],
										[
											"Party level + 1",
											"48"
										],
										[
											"Party level + 2",
											"60"
										],
										[
											"Party level + 3",
											"72"
										],
										[
											"Party level + 4",
											"90"
										],
										[
											"Party level + 5",
											"108"
										],
										[
											"Party level + 6",
											"135"
										],
										[
											"Party level + 7",
											"160"
										]
									],
									"type": "table"
								},
								"While the XP values in {@table Creature XP (No Level)|GMG|Table 4\u201318} work well in most cases, sometimes they might not account for the effects of creatures' special abilities when facing a party of a drastically different level. For instance, a ghost mage could prove too much for 5th-level PCs with its incorporeality, flight, and high-level spells, even though it's outnumbered."
							]
						},
						{
							"type": "pf2-h2",
							"name": "Adjusting Treasure",
							"entries": [
								"Treasure and the cost of items in the Core Rulebook are designed to make it as easy as possible for you to build encounters without worrying about awarding too much or too little treasure based on whether you use creatures who carry items. However, using this variant, the PCs might defeat a creature 5 levels higher than they are, or even more! Too many encounters with higher-level foes can wind up giving the PCs more treasure than you expected, or vice-versa if they're fighting weaker foes that put up more of a fight but still have poor treasure. You can nudge this in the right direction by making periodic adjustments if the PCs' treasure drifts too far from expectations. Making it so they can't easily sell or buy magic items will mean it's harder for them to exploit treasure they gain. To sidestep the treasure economy entirely, you can use the {@variantrule Automatic Bonus Progression|GMG|automatic item bonus progression}."
							]
						}
					]
				},
				{
					"type": "pf2-h1",
					"blue": true,
					"name": "Skill Points",
					"source": "GMG",
					"page": 199,
					"entries": [
						{
							"type": "pf2-h2",
							"name": "Assigning Skill Points",
							"entries": [
								"At 1st level, a character using the Skill Points variant gains their initial skill proficiencies as described in the Core Rulebook. However, at every level beyond 1st, instead of gaining skill increases, the character gains a number of Skill Points, as indicated on {@table Skill Points by Level|GMG|Table 4\u201319: Skill Points by Level}. The character can spend these Skill Points to increase their proficiency rank in various skills, as shown on {@table Cost to Increase Rank|GMG|Table 4\u201320: Cost to Increase Rank}. A character must meet the minimum level indicated on the table to increase their rank, primarily to avoid having a player becoming unrealistically good at one skill early in their adventuring career while neglecting everything else. Characters can save up Skill Points between levels for a more expensive increase later on.",
								{
									"name": "Skill Points by Level",
									"id": "4-19",
									"source": "GMG",
									"page": 199,
									"labelRowIdx": [
										0
									],
									"colStyles": [
										"text-center",
										"text-center"
									],
									"rows": [
										[
											"Level",
											"Skill Points Gained"
										],
										[
											"1",
											"Initial proficiencies"
										],
										[
											"2-5",
											"1"
										],
										[
											"6-13",
											"2"
										],
										[
											"14-20",
											"4"
										]
									],
									"type": "table"
								},
								{
									"name": "Cost to Increase Rank",
									"id": "4-20",
									"source": "GMG",
									"page": 199,
									"labelRowIdx": [
										0
									],
									"colStyles": [
										"text-left",
										"text-center",
										"text-center"
									],
									"rows": [
										[
											"Rank",
											"Minimum Level",
											"Skill Point Cost"
										],
										[
											"Untrained to trained",
											"1",
											"1"
										],
										[
											"Trained to expert",
											"3",
											"2"
										],
										[
											"Expert to master",
											"7",
											"4"
										],
										[
											"Master to legendary",
											"15",
											"8"
										]
									],
									"type": "table"
								},
								{
									"type": "pf2-h3",
									"name": "Rogues",
									"entries": [
										"Because rogues get skill increases at every level in the standard rules, they also get more Skill Points. Rogues gain double the number of Skill Points listed on {@table Skill Points by Level|GMG|Table 4\u201319}."
									]
								},
								{
									"type": "pf2-h3",
									"name": "Retraining",
									"entries": [
										"A character can retrain the proficiency ranks they gained using Skill Points much as they would retrain a skill increase under the normal rules. With a week of downtime, a character can reduce their proficiency rank in one skill by one step to get back the number of Skill Points spent to gain that increase. For example, reducing a master proficiency rank to expert would grant a character 4 Skill Points. The character can then reassign those points as they see fit or save them for later. Reducing proficiency ranks for multiple skills or reducing a single proficiency rank by multiple steps takes additional weeks of downtime."
									]
								}
							]
						},
						{
							"type": "pf2-h2",
							"name": "Skill Points in Play",
							"entries": [
								"Players using Skill Points have more flexibility to build characters with a broader range of skills in which they're trained or better than normal, and this variant encourages that flexibility by increasing the cost of specializing. For instance, a 19th-level fighter could use Skill Points to be a master in seven different skills, or to be legendary in three skills. While this makes the variance in skills slightly less predictable, it shouldn't have a big enough effect on a group's capabilities that you need to make any significant adjustments when you run the game."
							]
						}
					]
				},
				{
					"type": "pf2-h1",
					"blue": true,
					"name": "Stamina",
					"source": "GMG",
					"page": 200,
					"entries": [
						{
							"type": "pf2-sidebar",
							"name": "Stamina's Impact",
							"entries": [
								"The main gameplay consequence of using these stamina rules is that a quick 10- or 20-minute rest can restore most groups to full or nearly full health via {@action Take a Breather|GMG|Taking a Breather} and {@action Treat Wounds|CRB|Treating Wounds} as necessary, allowing more encounters with shorter breaks in between. Additionally, charismatic or otherwise diplomatic characters gain fun and useful ways to bolster their allies.",
								"Because spells that heal Hit Points don't restore Stamina Points, it's a little harder to heal up completely in the middle of a fight. This can mean that fights become deadly after characters have been beaten down, possibly causing retreats to be more frequent, but the retreats themselves are shorter. The focus of the game can stay consistently within encounters, with less managing of time and resources outside of battle."
							]
						},
						{
							"type": "pf2-sidebar",
							"name": "No-Limit Stamina",
							"entries": [
								"If you want a fast-paced, almost superheroic game, you can skip the Resolve Point component of this subsystem and simply make {@action Take a Breather|GMG|Taking a Breather} and {@action Rally|GMG} free. This gives the characters a lot of staying power, meaning that the group will typically keep adventuring until they run out of spells for the day, rather than having the additional pressure of running out of Resolve Points. If you use this approach, omit the Steel Your Resolve feat, as it's too powerful if there's no cost to use it! Alternatively, if you want to keep it, you can require a character to {@action Take a Breather|GMG} before they can {@feat Steel Your Resolve|GMG|Steel their Resolve} again."
							]
						},
						{
							"type": "pf2-h2",
							"name": "Stamina Points",
							"entries": [
								"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. If a character takes damage exceeding their remaining Stamina Points, the excess damage reduces their Hit Points. However, they lose any temporary Hit Points before losing Stamina Points.",
								"Though Stamina Points and Hit Points function similarly when a character takes damage, a character recovers them differently. A {@spell heal} spell restores Hit Points, not Stamina Points, and the actions described below (like {@action Take a Breather|GMG}) restore only Stamina Points, not Hit Points. A character regains all their Stamina Points after a full night's rest. Hit Points still determine whether a character remains conscious\u2014a character at 0 HP is unconscious, no matter how many Stamina Points they have.",
								"In addition to their ancestry Hit Points, a PC gains the number of Stamina Points and Hit Points indicated in the second and third columns of {@table Stamina and Hit Points by Class|GMG|Table 4\u201321} at 1st level. Both values increase by the same amount at each level thereafter. This replaces the Hit Points a character gains from their class in a standard game."
							]
						},
						{
							"name": "Stamina and Hit Points by Class",
							"id": "4-20",
							"source": "GMG",
							"page": 200,
							"labelRowIdx": [
								0
							],
							"colStyles": [
								"text-left",
								"text-center",
								"text-center",
								"text-left"
							],
							"rows": [
								[
									"Normal Class HP",
									"Class Stamina Points",
									"Class Hit Points",
									"Classes"
								],
								[
									"6 + Con modifier",
									"3 + Con modifier",
									"3",
									"{@class Sorcerer}, {@class wizard}"
								],
								[
									"8 + Con modifier",
									"4 + Con modifier",
									"4",
									"{@class Alchemist}, {@class bard}, {@class cleric}, {@class druid}, {@class rogue}"
								],
								[
									"10 + Con modifier",
									"5 + Con modifier",
									"5",
									"{@class Champion}, {@class fighter}, {@class monk}, {@class ranger}"
								],
								[
									"12 + Con modifier",
									"6 + Con modifier",
									"6",
									"{@class Barbarian}"
								]
							],
							"type": "table"
						},
						{
							"type": "pf2-h2",
							"name": "Resolve Points",
							"entries": [
								"In this variant, each PC also has a pool of Resolve Points, representing their intrinsic grit and luck. A character's maximum Resolve Points is equal to their key ability modifier, and a character regains all their Resolve Points with a full night's rest. In addition to spending Resolve Points to regain Stamina Points (as described under Stamina Actions), characters can spend Resolve Points in the following way.",
								{
									"type": "pf2-h3",
									"name": "Stabilize",
									"entries": [
										"If a character is dying at the start of their turn, their player can spend 1 Resolve Point to stabilize at 0 HP, gaining or increasing the wounded condition as normal for stabilizing. At the start of the character's next turn, they gain 1 HP and wake up (unless they started dying again). The character can act on that turn. Consider this an optional rule best suited for groups that have little access to healing. When using this rule, you might remove the ability for characters to use Hero Points to stabilize."
									]
								}
							]
						},
						{
							"type": "pf2-h2",
							"name": "Stamina Actions",
							"entries": [
								{
									"type": "data",
									"tag": "action",
									"data": {
										"source": "GMG",
										"page": 200,
										"name": "Take a Breather",
										"traits": [
											"exploration"
										],
										"cost": "1 Resolve Point",
										"entries": [
											"You rest for 10 minutes and recover your stamina. After you complete this activity, you regain all your Stamina Points."
										]
									}
								},
								{
									"type": "data",
									"tag": "action",
									"data": {
										"source": "GMG",
										"page": 201,
										"name": "Rally",
										"traits": [
											"auditory",
											"emotion",
											"exploration",
											"linguistic",
											"mental"
										],
										"prerequisites": "trained in {@skill Diplomacy}, {@skill Intimidation}, {@skill Performance}",
										"entries": [
											"You spend 1 minute encouraging your ally. Though this action typically has the auditory and linguistic traits, if you're using the {@skill Performance} skill, the GM might adjust the traits for this action to match the traits for your type of performance.",
											"Attempt a DC 15 skill check. The GM might adjust this DC based on the circumstances, such as attempting to Rally an ally who just suffered a humiliating defeat.",
											{
												"type": "successDegree",
												"entries": {
													"Critical Success": "The ally can spend 1 Resolve Point to regain all their Stamina Points.",
													"Success": "You can continue encouraging your ally for a total of 10 minutes. If you do, they can spend 1 Resolve Point to regain all their Stamina Points.",
													"Critical Failure": "The ally takes {@damage 1d8} mental damage, but this can reduce only Stamina Points, never Hit Points."
												}
											}
										]
									}
								}
							]
						},
						{
							"type": "pf2-h3",
							"name": "Stamina Feats",
							"entries": [
								{
									"type": "data",
									"tag": "feat",
									"data": {
										"name": "Encouraging Words",
										"source": "GMG",
										"page": 201,
										"level": 2,
										"activity": {
											"number": 1,
											"unit": "single",
											"entry": "{@as 1}"
										},
										"featType": {
											"class": false,
											"general": true,
											"ancestry": false,
											"archetype": false
										},
										"traits": [
											"auditory",
											"general",
											"linguistic",
											"mental",
											"skill"
										],
										"prerequisites": "trained in {@skill Diplomacy}",
										"requirements": "The target ally lost Stamina Points within the last round.",
										"entries": [
											"You give an ally within 30 feet a quick pep talk, helping them recover. Attempt a {@skill Diplomacy} check. The DC is usually 15, though the GM might adjust it based on the circumstances. If you have expert proficiency in {@skill Diplomacy}, you can instead attempt a DC 20 check to increase the Stamina Points recovered by 5; if you have master proficiency, you can attempt a DC 30 check to increase the Stamina Points by 15; if you have legendary proficiency, you can attempt a DC 40 check to increase the Stamina Points by 25. No matter the result, the ally is temporarily immune to Encouraging Words until they either Take a Breather or rest for the day.",
											{
												"type": "successDegree",
												"entries": {
													"Critical Success": "The ally recovers {@dice 2d8} Stamina Points.",
													"Success": "The ally recovers {@dice 1d8} Stamina Points.",
													"Critical Failure": "The ally takes {@damage 1d8} mental damage, but this can reduce only Stamina Points, never Hit Points."
												}
											}
										]
									}
								},
								{
									"type": "data",
									"tag": "feat",
									"data": {
										"name": "Steel Your Resolve",
										"source": "GMG",
										"page": 201,
										"level": 3,
										"activity": {
											"number": 1,
											"unit": "single",
											"entry": "{@as 1}"
										},
										"featType": {
											"class": false,
											"general": true,
											"ancestry": false,
											"skill": false,
											"archetype": false
										},
										"traits": [
											"general"
										],
										"cost": "1 Resolve Point",
										"entries": [
											"Regain Stamina Points equal to half your maximum."
										]
									}
								}
							]
						},
						{
							"type": "pf2-h2",
							"name": "Other Creatures",
							"entries": [
								"There's no need to give Stamina Points to monsters that are expected to be encountered once and likely defeated. However, you might use Stamina Points for a recurring character, especially an NPC who fights alongside the PCs. Usually, it's easiest to turn half the creature's Hit Points into Stamina Points. While enemy healers still work as they're intended to, players might be upset about the enemies' ability to heal their allies to full Hit Points, while the PCs are left not being able to heal their allies' Stamina Points. In this case, give more enemies Stamina Points to compensate."
							]
						}
					]
				}
			]
		},
		{
			"type": "section",
			"source": "GMG",
			"page": 203,
			"name": "Chapter 5: Npc Gallery",
			"entries": [
				{
					"type": "pf2-h2",
					"source": "GMG",
					"page": 203,
					"name": "Using the Npc Gallery",
					"entries": [
						"In this section, you'll find all kinds of NPCs across a variety of categories and roles for you to use in your game. Their levels span from \u20131 to 8, the range you most often need for stock characters. Since high-level opponents, major villains, ruling monarchs, and the like tend to be unique individuals, you'll likely create those NPCs specifically for the role they serve, using the rules for Building Creatures on page 56. But you can never have too many lower-level NPCs on hand when the PCs unexpectedly take an unusually keen interest in an NPC or pick a fight at a roadside tavern.",
						"The level listed on an NPC's stat block is their level assuming they're used in combat; they should be able to hold their own as well as any other creature of that level. But many of these NPCs are primarily noncombatants who are much more skilled in their occupation than they ever would be in combat. To that end, those specialist NPCs' entries also mention a higher level that you would use when the PCs have to compete against them in their area of expertise.",
						{
							"type": "pf2-h3",
							"source": "GMG",
							"page": 203,
							"name": "Customizing Npcs",
							"entries": [
								"The NPCs in this gallery are all humans with no languages besides Common. In some cases, such as human-centric Taldor where Common is the official language, you can most likely use the NPCs in this section as written. But more often, you'll need to make minor adjustments to the details to portray a particular NPC. Since these stat blocks present the most basic possible version for each character, you shouldn't need to remove any statistics or abilities unless your NPC can't speak Common.",
								"The next few sections provide guidelines and ancestry adjustments you can use to quickly customize a default NPC."
							]
						},
						{
							"type": "pf2-h3",
							"source": "GMG",
							"page": 203,
							"name": "Adjusting Level",
							"entries": [
								"Sometimes you'll need an NPC that fills a particular role\u2014say an angry drunk\u2014but the level in the stat block presented isn't the right fit for your group. You can start by applying the elite or weak adjustments on page 6 of the {@i Bestiary} to adjust the NPC's level by 1 in either direction.",
								"If you need to change the NPC's level beyond that, use the values from the tables in Building Creatures in Chapter 2, and add or remove special abilities as necessary to suit the NPC's new level."
							]
						},
						{
							"type": "pf2-h3",
							"source": "GMG",
							"page": 203,
							"name": "Changing Alignment",
							"entries": [
								"Aside from some obviously aligned NPCs, like the villains, most of the NPCs in this gallery are presented as neutral. If you want to change an NPC's alignment, all you have to do is change their alignment trait. You might consider how the new alignment affects the NPC's personality and adjust their skills accordingly; for instance, a lawful evil teacher might have a higher modifier for {@skill Intimidation} than {@skill Diplomacy}."
							]
						},
						{
							"type": "pf2-h3",
							"source": "GMG",
							"page": 203,
							"name": "Changing Languages",
							"entries": [
								"If you need a human character who speaks more languages to fit their backstory, nation of origin, or role, simply add those languages."
							]
						},
						{
							"type": "pf2-h3",
							"source": "GMG",
							"page": 204,
							"name": "Npc Ancestry Adjustments",
							"entries": [
								"To use one of the NPCs in this section to represent an NPC of a different ancestry, apply the adjustments below for the desired ancestry. These provide the basic features from that ancestry, like {@ability darkvision}, altered Speed, and unique abilities like a halfling's keen eyes. For other ancestries, you can create similar templates following the same format.",
								"In addition to these base changes, you can add the effects of a specific heritage: you might apply the snow goblin heritage if your NPC is a Frostfur goblin and you want them to have cold resistance. You can also give them an ancestry feat, or even adjust their ability scores and skills to reflect the new ancestry's strengths and weaknesses.",
								"For a half-elf, half-orc, or any other heritage essential to the character, you should always apply the heritage effect.",
								{
									"type": "pf2-h4",
									"source": "GMG",
									"page": 204,
									"name": "Dwarf",
									"entries": [
										"Change the {@trait human} trait to {@trait dwarf}.",
										{
											"type": "list",
											"items": [
												"Add Dwarven to the NPC's languages.",
												"Add {@ability darkvision}.",
												"Decrease the NPC's Speed by 5 feet. If the NPC already has a reduced Speed due to their armor, consider applying the {@feat Unburdened Iron} ancestry feat."
											]
										}
									]
								},
								{
									"type": "pf2-h4",
									"source": "GMG",
									"page": 204,
									"name": "Elf",
									"entries": [
										"Change the {@trait human} trait to {@trait elf}.",
										{
											"type": "list",
											"items": [
												"Add Elven to the NPC's languages.",
												"Add {@ability low-light vision}.",
												"Increase the NPC's Speed by 5 feet."
											]
										}
									]
								},
								{
									"type": "pf2-h4",
									"source": "GMG",
									"page": 204,
									"name": "Gnome",
									"entries": [
										"Change the {@trait human} trait to {@trait gnome}.",
										{
											"type": "list",
											"items": [
												"Add Gnomish and Sylvan to the NPC's languages.",
												"Add {@ability low-light vision}."
											]
										}
									]
								},
								{
									"type": "pf2-h4",
									"source": "GMG",
									"page": 204,
									"name": "Goblin",
									"entries": [
										"Change the {@trait human} trait to {@trait goblin}.",
										{
											"type": "list",
											"items": [
												"Add Goblin to the NPC's languages.",
												"Add {@ability darkvision}."
											]
										}
									]
								},
								{
									"type": "pf2-h4",
									"source": "GMG",
									"page": 204,
									"name": "Halfling",
									"entries": [
										"Change the {@trait human} trait to {@trait halfling}.",
										{
											"type": "list",
											"items": [
												"Add Halfling to the NPC's languages.",
												"Add the keen eyes ability below."
											]
										},
										{
											"type": "ability",
											"style": "full",
											"name": "Keen Eyes",
											"entries": [
												"Your eyes are sharp, allowing you to make out small details about concealed or even invisible creatures that others might miss. You gain a +2 circumstance bonus when using the Seek action to find hidden or undetected creatures within 30 feet of you. When you target an opponent that is concealed from you or hidden from you, reduce the DC of the flat check to 3 for a concealed target or 9 for a hidden one."
											]
										}
									]
								}
							]
						},
						{
							"type": "pf2-h3",
							"source": "GMG",
							"page": 204,
							"name": "Making a Specialist",
							"entries": [
								"These NPCs contain several specialists, such as barristers and navigators, who are a higher-level challenge at their specialty than in combat, and often have a special ability related to it. To make your own specialists, you can easily switch out skills, but you might want to use the following special abilities to make those NPCs more evocative!",
								{
									"type": "ability",
									"style": "inline",
									"name": "Butter Up",
									"traits": [
										"emotion",
										"mental"
									],
									"entries": [
										"When someone eats a dish or treat made by this NPC, the NPC can attempt a Baking Lore, Cooking Lore, or similar check against that creature's Will DC, with the same results as the Make an Impression action of {@skill Diplomacy}. If more than one creature partakes, the NPC uses the same check result against each creature's Will DC."
									]
								},
								{
									"type": "ability",
									"style": "inline",
									"name": "Call Your Bluff",
									"entries": [
										"When gambling, the NPC may use Games Lore to Sense Motive instead of Perception."
									]
								},
								{
									"type": "ability",
									"style": "inline",
									"name": "Child Care",
									"entries": [
										"When treating infants, the NPC can use their Midwifery Lore skill in place of {@skill Medicine}, and can use {@skill Medicine}'s trained actions on infants."
									]
								},
								{
									"type": "ability",
									"style": "inline",
									"name": "Find Footing",
									"activity": {
										"number": 1,
										"unit": "action"
									},
									"traits": [
										"concentrate"
									],
									"entries": [
										"The NPC attempts an Architecture Lore, Engineering Lore, or similar skill check to find a stable path across uneven ground. This grants them and anyone they share this information with a +2 circumstance bonus on {@skill Acrobatics} checks to Balance across that ground."
									]
								},
								{
									"type": "ability",
									"style": "inline",
									"name": "Gone Fishing",
									"entries": [
										"The NPC can use Fishing Lore to Track aquatic creatures or to Aid checks to Track them."
									]
								},
								{
									"type": "ability",
									"style": "inline",
									"name": "Local Lore",
									"entries": [
										"When they first meet a given person from their home settlement, the NPC can automatically attempt one check to Recall Knowledge about that person. This uses the Lore skill for that settlement."
									]
								},
								{
									"type": "ability",
									"style": "inline",
									"name": "Quick Transcription",
									"entries": [
										"The NPC can attempt to copy a document faster than normal, provided they don't alter the content. They attempt a Scribing Lore check, completing the task in half the time on a success (onequarter on a critical success)."
									]
								}
							]
						},
						{
							"type": "table",
							"source": "GMG",
							"page": 205,
							"name": "NPCS",
							"id": "5-1",
							"colStyles": [
								"",
								"text-center",
								"text-center"
							],
							"rows": [
								[
									"NPC",
									"Level",
									"Page"
								],
								[
									"{@creature Acolyte of Nethys|GMG}",
									"1",
									"212"
								],
								[
									"{@creature Acrobat|GMG}",
									"2",
									"236"
								],
								[
									"{@creature Adept|GMG}",
									"\u20131",
									"228"
								],
								[
									"{@creature Advisor|GMG}",
									"5",
									"207"
								],
								[
									"{@creature Antipaladin|GMG}",
									"5",
									"247"
								],
								[
									"{@creature Apothecary|GMG}",
									"\u20131 (3)*",
									"220"
								],
								[
									"{@creature Apprentice|GMG}",
									"\u20131",
									"244"
								],
								[
									"{@creature Archer sentry|GMG}",
									"2",
									"233"
								],
								[
									"{@creature Assassin|GMG}",
									"8",
									"211"
								],
								[
									"{@creature Astronomer|GMG}",
									"2",
									"241"
								],
								[
									"{@creature Bandit|GMG}",
									"2",
									"208"
								],
								[
									"{@creature Barkeep|GMG}",
									"1",
									"238"
								],
								[
									"{@creature Barrister|GMG}",
									"\u20131 (4)*",
									"232"
								],
								[
									"{@creature Beast tamer|GMG}",
									"4",
									"237"
								],
								[
									"{@creature Beggar|GMG}",
									"\u20131",
									"214"
								],
								[
									"{@creature Bodyguard|GMG}",
									"1",
									"226"
								],
								[
									"{@creature Bosun|GMG}",
									"3",
									"243"
								],
								[
									"{@creature Bounty hunter|GMG}",
									"4",
									"226"
								],
								[
									"{@creature Burglar|GMG}",
									"4",
									"210"
								],
								[
									"{@creature Captain of the guard|GMG}",
									"6",
									"234"
								],
								[
									"{@creature Charlatan|GMG}",
									"3",
									"209"
								],
								[
									"{@creature Chronicler|GMG}",
									"3",
									"216"
								],
								[
									"{@creature Commoner|GMG}",
									"\u20131",
									"214"
								],
								[
									"{@creature Cult leader|GMG}",
									"7",
									"230"
								],
								[
									"{@creature Cultist|GMG}",
									"1",
									"228"
								],
								[
									"{@creature Dancer|GMG}",
									"1",
									"236"
								],
								[
									"{@creature Demonologist|GMG}",
									"7",
									"231"
								],
								[
									"{@creature Despot|GMG}",
									"5",
									"248"
								],
								[
									"{@creature Dockhand|GMG}",
									"0",
									"222"
								],
								[
									"{@creature Drunkard|GMG}",
									"2",
									"239"
								],
								[
									"{@creature Executioner|GMG}",
									"6",
									"235"
								],
								[
									"{@creature False priest|GMG}",
									"4",
									"229"
								],
								[
									"{@creature Farmer|GMG}",
									"0",
									"222"
								],
								[
									"{@creature Fence|GMG}",
									"5",
									"210"
								],
								[
									"{@creature Gang leader|GMG}",
									"7",
									"249"
								],
								[
									"{@creature Grave robber|GMG}",
									"1",
									"208"
								],
								[
									"{@creature Gravedigger|GMG}",
									"1",
									"223"
								],
								[
									"{@creature Guard|GMG}",
									"1",
									"232"
								],
								[
									"{@creature Guide|GMG}",
									"4",
									"216"
								],
								[
									"{@creature Guildmaster|GMG}",
									"8 (12)*",
									"245"
								],
								[
									"{@creature Harbormaster|GMG}",
									"3",
									"225"
								],
								[
									"{@creature Harrow reader|GMG}",
									"\u20131 (3)*",
									"228"
								],
								[
									"{@creature Hunter|GMG}",
									"7",
									"219"
								],
								[
									"{@creature Innkeeper|GMG}",
									"1",
									"239"
								],
								[
									"{@creature Jailer|GMG}",
									"3",
									"233"
								],
								[
									"{@creature Judge|GMG}",
									"\u20131 (6)*",
									"224"
								],
								[
									"{@creature Librarian|GMG}",
									"\u20131 (3)*",
									"240"
								],
								[
									"{@creature Mage for hire|GMG}",
									"3",
									"226"
								],
								[
									"{@creature Mastermind|GMG}",
									"4 (7)*",
									"246"
								],
								[
									"{@creature Merchant|GMG}",
									"\u20131 (4)*",
									"244"
								],
								[
									"{@creature Miner|GMG}",
									"0",
									"223"
								],
								[
									"{@creature Monster hunter|GMG}",
									"6",
									"227"
								],
								[
									"{@creature Navigator|GMG}",
									"2 (4)*",
									"242"
								],
								[
									"{@creature Necromancer|GMG}",
									"5",
									"230"
								],
								[
									"{@creature Noble|GMG}",
									"3",
									"206"
								],
								[
									"{@creature Palace guard|GMG}",
									"4",
									"206"
								],
								[
									"{@creature Physician|GMG}",
									"\u20131 (4)*",
									"220"
								],
								[
									"{@creature Pirate|GMG}",
									"2",
									"242"
								],
								[
									"{@creature Plague doctor|GMG}",
									"5",
									"221"
								],
								[
									"{@creature Poacher|GMG}",
									"2",
									"218"
								],
								[
									"{@creature Priest of Pharasma|GMG}",
									"6",
									"213"
								],
								[
									"{@creature Prisoner|GMG}",
									"1",
									"215"
								],
								[
									"{@creature Prophet|GMG}",
									"2",
									"212"
								],
								[
									"{@creature Reckless scientist|GMG}",
									"6",
									"248"
								],
								[
									"{@creature Ruffian|GMG}",
									"2",
									"209"
								],
								[
									"{@creature Saboteur|GMG}",
									"2",
									"246"
								],
								[
									"{@creature Sage|GMG}",
									"6",
									"241"
								],
								[
									"{@creature Servant|GMG}",
									"\u20131",
									"222"
								],
								[
									"{@creature Server|GMG}",
									"\u20131",
									"238"
								],
								[
									"{@creature Ship captain|GMG}",
									"6",
									"243"
								],
								[
									"{@creature Smith|GMG}",
									"3 (6)*",
									"245"
								],
								[
									"{@creature Spy|GMG}",
									"6",
									"207"
								],
								[
									"{@creature Surgeon|GMG}",
									"2 (6)*",
									"220"
								],
								[
									"{@creature Tax collector|GMG}",
									"\u20131 (3)*",
									"224"
								],
								[
									"{@creature Teacher|GMG}",
									"\u20131 (4)*",
									"240"
								],
								[
									"{@creature Tomb raider|GMG}",
									"5",
									"217"
								],
								[
									"{@creature Torchbearer|GMG}",
									"0",
									"216"
								],
								[
									"{@creature Tracker|GMG}",
									"3",
									"218"
								],
								[
									"{@creature Troubadour|GMG}",
									"3",
									"237"
								],
								[
									"{@creature Urchin|GMG}",
									"\u20131",
									"215"
								],
								[
									"{@creature Warden|GMG}",
									"6",
									"225"
								],
								[
									"{@creature Watch officer|GMG}",
									"3",
									"234"
								],
								[
									"{@creature Zealot of Asmodeus|GMG}",
									"4",
									"212"
								]
							],
							"footnotes": [
								"* This NPC is a higher-level challenge in their area of expertise. The NPC's level during such a challenge is listed in parentheses."
							]
						}
					]
				},
				{
					"type": "pf2-h2",
					"source": "GMG",
					"page": 207,
					"name": "Courtiers",
					"entries": [
						"Though adventurers travel through perilous dungeons and across treacherous wilderness, sometimes the most dangerous place they can end up is in a noble court.",
						{
							"type": "pf2-h3",
							"source": "GMG",
							"page": 207,
							"name": "Noble",
							"entries": [
								"Envied by many and detested by still others, nobles exude confidence and gentility. Gossip and gambling are often nobles' favorite pastimes. Day-to-day life for a noble is often a mixture of business and leisure, and to an onlooker, such a lifestyle can appear to be nothing more than a string of meals, parties, and game halls. However, despite what some might believe, life as a noble is often quite dangerous and requires far more intellect than it would appear\u2014along with a healthy dose of suspicion."
							]
						},
						{
							"type": "pf2-h3",
							"source": "GMG",
							"page": 207,
							"name": "Palace Guard",
							"entries": [
								"Every palace has its gatekeepers. Often the younger offspring of minor nobility or those from long lines of trusted staff, the palace guards are in charge of defending the royal family and their inner stronghold. Their days consist of guarding doorways, escorting nobles to various locations, and keeping those in their charge as safe as possible. The statistics below are for the lowest rank-and-file member of a small nation's palace guards; they also work well for elite guards of a lesser noble."
							]
						},
						{
							"type": "pf2-h3",
							"source": "GMG",
							"page": 208,
							"name": "Advisor",
							"entries": [
								"Trusted counselors of the court, advisors whisper words of guidance in the ears of those in power. Many nobles lean so heavily on their counsel that they make few decisions without them and insist on their attendance at all meetings and public events. Advisors are often master manipulators, and their guidance can shape a barony or even a kingdom\u2014for good or ill."
							]
						},
						{
							"type": "pf2-h3",
							"source": "GMG",
							"page": 208,
							"name": "Spy",
							"entries": [
								"No empire would be complete without its spies. The spy is a master of infiltrating the court and blending in: they might be one of a number of nobles, a beloved confidante of the queen, or even the court jester. Spies use their skills to subtly manipulate courtiers, turn enemies against one another, and collect valuable information either for blackmail or to auction to the highest bidder."
							]
						}
					]
				},
				{
					"type": "pf2-h2",
					"source": "GMG",
					"page": 209,
					"name": "Criminals",
					"entries": [
						"Some criminals are the desperate who have no option but to break the law to survive, while others choose a life of crime for thrills, forming gangs or underworld guilds that specialize in certain illegal ventures.",
						{
							"type": "pf2-h3",
							"source": "GMG",
							"page": 209,
							"name": "Grave Robber",
							"entries": [
								"Many cultures have a tradition of burying their dead with a selection of the deceased's most precious possessions, and some include gifts that are thought to provide a boon in the afterlife. Such valuables can be easy pickings for those with no respect for\u2014or fear of\u2014the dead."
							]
						},
						{
							"type": "pf2-h3",
							"source": "GMG",
							"page": 209,
							"name": "Bandit",
							"entries": [
								"By setting ambushes and traps in concealing countryside, such as forests and mountains, bandits waylay travelers and plunder their valuables before disappearing back to their wilderness hideouts.",
								"Many bandits seek only to steal and release their victims alive, though a few prefer to leave no witnesses."
							]
						},
						{
							"type": "pf2-h3",
							"source": "GMG",
							"page": 210,
							"name": "Ruffian",
							"entries": [
								"Using their strength to bully others into submission, ruffians often work as bodyguards and enforcers for powerful criminals like charlatans and fences."
							]
						},
						{
							"type": "pf2-h3",
							"source": "GMG",
							"page": 210,
							"name": "Charlatan",
							"entries": [
								"Charlatans use pretense and misdirection to swindle money and other valuables from the credulous and {@condition confused}. Selling snake oil (literally or figuratively), distracting marks to pick their pockets, or faking mediumship are classic grifts."
							]
						},
						{
							"type": "pf2-h3",
							"source": "GMG",
							"page": 211,
							"name": "Burglar",
							"entries": [
								"Burglars specialize in breaking and entering to rob homes and businesses. These criminals focus on gaining access to secure buildings and bypassing traps and other security measures while remaining {@condition undetected} all the while."
							]
						},
						{
							"type": "pf2-h3",
							"source": "GMG",
							"page": 211,
							"name": "Fence",
							"entries": [
								"The longer criminals hold on to stolen loot, the greater the chance they will get caught. Fences make themselves indispensable in the underworld by paying for stolen goods in order to resell them later, whether through a seemingly legitimate business or to a closed group of elite buyers."
							]
						},
						{
							"type": "pf2-h3",
							"source": "GMG",
							"page": 212,
							"name": "Assassin",
							"entries": [
								"Assassins commit murder, either for pay or due to their belief in a cause, such as a religion or a political movement. Some assassins work alone and choose their own victims. Others are members of assassins' guilds, organizations that accept contracts to kill in return for money, favors, or both."
							]
						}
					]
				},
				{
					"type": "pf2-h2",
					"source": "GMG",
					"page": 212,
					"name": "Devotees",
					"entries": [
						"Religions inspire devout individuals to uphold their tenets. Many of these devotees seek to bring respite and hope, but others have darker motives.",
						{
							"type": "pf2-h3",
							"source": "GMG",
							"page": 212,
							"name": "Acolyte",
							"entries": [
								"Underling clerics are still learning the tenets of their faith and answer to a superior priest. Their days are spent in devotion and learning, sequestered in temples."
							]
						},
						{
							"type": "pf2-h3",
							"source": "GMG",
							"page": 212,
							"name": "Prophet",
							"entries": [
								"The gods occasionally send messages in dreams to individuals who wander the lands, gaining followers with their oratorical abilities. Some prophets have not received true divine missives, but have misinterpreted normal dreams."
							]
						},
						{
							"type": "pf2-h3",
							"source": "GMG",
							"page": 212,
							"name": "Zealot",
							"entries": [
								"Zealots ferret out plots against their religion and seek justice for their church's followers. This zealot serves Asmodeus, but others might serve {@deity Abadar}, Calistria, Iomedae, Norgorber, Pharasma, Sarenrae, or Zon-Kuthon. They often ride a war horse ({@i Bestiary} 209) wearing light barding. This horse is an additional monster in the fight."
							]
						},
						{
							"type": "pf2-h3",
							"source": "GMG",
							"page": 213,
							"name": "Priest",
							"entries": [
								"Cloistered priests safeguard their temples and communities. They are the stalwart keepers of their god's tenets, devoted to spreading the word. Their guidance or healing services come at the cost of a donation."
							]
						}
					]
				},
				{
					"type": "pf2-h2",
					"source": "GMG",
					"page": 214,
					"name": "Downtrodden",
					"entries": [
						"Unfortunately, every society has people living on its fringes. While good communities work to grant aid and respite to their downtrodden, sometimes\u2014due to economic downturn, famine, or war\u2014the ranks of the less fortunate exceed the community's capacity to support them. In heartless neutral and evil societies, poverty is seen as an inevitability that can never be truly eradicated, or even worse, as a tool to be manipulated for political gain.",
						{
							"type": "pf2-h3",
							"source": "GMG",
							"page": 214,
							"name": "Beggar",
							"entries": [
								"Wherever there is poverty, there are beggars. Beggars are truly the downtrodden of society\u2014folks who have been cast out into the streets due to a variety of setbacks or the weight of circumstance. Some beggars work for underworld organizations as lookouts, spies, or even hired muscle on the cheap\u2014sometimes by choice, but often not."
							]
						},
						{
							"type": "pf2-h3",
							"source": "GMG",
							"page": 214,
							"name": "Commoner",
							"entries": [
								"Though not every commoner is downtrodden, many live hard lives of toil as they work to keep their families fed and housed in relative comfort. While many commoners are just simple folks who keep to themselves, sometimes commoners rebel, either rising up to face their oppressors or persuaded or even duped into joining nefarious plans and criminal conspiracies.",
								"Commoners benefit from power in numbers, and a crowd of commoners can accomplish a great deal more than their rulers often expect."
							]
						},
						{
							"type": "pf2-h3",
							"source": "GMG",
							"page": 215,
							"name": "Urchin",
							"entries": [
								"Although their escapades might be notorious, few urchins are thrill-seekers. For some urchins, when begging alone is not enough to fill their bellies, theft becomes a viable survival tactic. Many underworld powers also use urchins as spies and messengers, while training them to become future pickpockets, burglars, and foot soldiers."
							]
						},
						{
							"type": "pf2-h3",
							"source": "GMG",
							"page": 215,
							"name": "Prisoner",
							"entries": [
								"Most who end up in a jail, dungeon, or prison are just biding their time until their imprisonment ends, trying to find ways to make it through interminable days of boredom and deprivation. Some, however, may use their time on the inside to strengthen their criminal connections. Using force and intimidation to gain status among other prisoners, they create makeshift weapons to take down their enemies and give them an edge if escape becomes possible. Even for prisoners who don't become involved in the world of prison politics, learning to stand up for themselves and projecting an air of toughness can become essential for survival in a place where people have little left to lose."
							]
						}
					]
				},
				{
					"type": "pf2-h2",
					"source": "GMG",
					"page": 216,
					"name": "Explorers",
					"entries": [
						"The world is a wide, open place fraught with peril and adventure. Explorers use their knowledge of nature and survival skills to see every corner of the land.",
						{
							"type": "pf2-h3",
							"source": "GMG",
							"page": 216,
							"name": "Torchbearer",
							"entries": [
								"Torchbearers carry a light sources for seasoned explorers and serve as apprentices."
							]
						},
						{
							"type": "pf2-h3",
							"source": "GMG",
							"page": 216,
							"name": "Chronicler",
							"entries": [
								"Exploration means very little if no account of the details exist. Members of adventuring bands cherish chroniclers who record tales of their deeds."
							]
						},
						{
							"type": "pf2-h3",
							"source": "GMG",
							"page": 216,
							"name": "Guide",
							"entries": [
								"Guides bring travelers, tourists, and adventurers into the wondrous natural world, using their expertise to avoid deadly monsters and gruesome hazards."
							]
						},
						{
							"type": "pf2-h3",
							"source": "GMG",
							"page": 217,
							"name": "Tomb Raider",
							"entries": [
								"Great treasure awaits those willing to explore the hazardous depths of the world's ancient tombs and forgotten dungeons. Some tomb raiders seek riches of bygone eras; others recover pieces of history thought lost to the sands of time."
							]
						}
					]
				},
				{
					"type": "pf2-h2",
					"source": "GMG",
					"page": 219,
					"name": "Foresters",
					"entries": [
						"From the managed and cultivated forests that support villages to the tree-covered crown lands where only nobles and their servants are permitted to hunt, forests provide. To communities, forests provide fuel, food, medicine, and raw materials, while royally protected forests provide food for the nobles' table and a source of entertainment in the form of organized hunts. Even the ancient woods untouched by mortal hand or blade provide bards with settings where legends happened and could happen again. Many find the forest depths unsettling, but others live their lives among the trees and alongside the creatures that make their homes there.",
						{
							"type": "pf2-h3",
							"source": "GMG",
							"page": 219,
							"name": "Poacher",
							"entries": [
								"Some forests are protected by kings, others only by wild things. Laws against hunting may protect the private reserves of nobles or guard the viability of animal populations of shared forests during specific seasons. Poachers violate those laws\u2014sometimes out of greed, sometimes out of desperation, and sometimes for sport.",
								"Although penalties against poaching often include public shaming (see Penalties for Poaching), in lean times a successful poacher is a local hero."
							]
						},
						{
							"type": "pf2-h3",
							"source": "GMG",
							"page": 219,
							"name": "Tracker",
							"entries": [
								"The forest offers dangerous creatures\u2014whether they walk on four legs or two\u2014a place to hide. Dim light, low brush, and fallen leaves conspire to hide their trails. Given these poor conditions, an unskilled eye might spot a sign or two of a creature's passing, but only a skilled tracker can identify several such signs and discern their relationship to each other, connecting one to the next until they form a trail of prints, scat, fur, feathers, and blood that leads to the quarry's lair."
							]
						},
						{
							"type": "pf2-h3",
							"source": "GMG",
							"page": 220,
							"name": "Hunter",
							"entries": [
								"As is reflected in the many depictions of an elk-headed Erastil, god of the hunt, the hunter is very much a creature of the forest, known by the forest and familiar with every aspect of it. After all, the final determination of who is the hunter and who is prey often depends on who is able to make an ally of the terrain."
							]
						}
					]
				},
				{
					"type": "pf2-h2",
					"source": "GMG",
					"page": 221,
					"name": "Healers",
					"entries": [
						"The world is a dangerous place. Thankfully, there are those who devote their lives to easing the pain and suffering of others.",
						{
							"type": "pf2-h3",
							"source": "GMG",
							"page": 221,
							"name": "Apothecary",
							"entries": [
								"Surrounded by bottles and bins of crushed herbs, curative minerals, and potent extracts, the apothecary skillfully combines materials into unguents and medicines. For encounters involving making medicine or alchemical contests, the apothecary is a 3rd-level challenge."
							]
						},
						{
							"type": "pf2-h3",
							"source": "GMG",
							"page": 221,
							"name": "Physician",
							"entries": [
								"The art of medicine is a blend of the intellectual and the practical, concerned with how diseases work and how to prevent them. The physician can be found consulting well-thumbed tomes while meticulously examining patients to better understand their condition, before determining the most effective treatment. For medical matters, the physician is a 4th-level challenge."
							]
						},
						{
							"type": "pf2-h3",
							"source": "GMG",
							"page": 221,
							"name": "Surgeon",
							"entries": [
								"The surgeon specializes in the physical alteration of the body to prevent the spread of disease, removing necrotic and decaying flesh to help the whole to survive. Few healers know the science of anatomy and physiology better than the surgeon.",
								"While their expertise is of grave importance in the medical world, the downside is that when one is in need of their talents, it is likely the complaint is serious. In medical matters, a surgeon is a 6th-level challenge."
							]
						},
						{
							"type": "pf2-h3",
							"source": "GMG",
							"page": 222,
							"name": "Plague Doctor",
							"entries": [
								"These healers, often seen wearing distinctive masks and burning powders to defend against airborne plagues, are as much feared as they are respected. To see a plague doctor signals that disease has infested the land\u2014and that it might have already taken hold. Despite their devoted work in curing the untouchable, they are sometimes treated with suspicion, as if they are somehow the cause of the plague."
							]
						}
					]
				},
				{
					"type": "pf2-h2",
					"source": "GMG",
					"page": 223,
					"name": "Laborers",
					"entries": [
						"Every day, laborers perform backbreaking physical work.",
						{
							"type": "pf2-h3",
							"source": "GMG",
							"page": 223,
							"name": "Servant",
							"entries": [
								"Maids, butlers, and majordomos alike, servants are skilled at keeping a home in working order and protecting the interests of their employers."
							]
						},
						{
							"type": "pf2-h3",
							"source": "GMG",
							"page": 223,
							"name": "Dockhand",
							"entries": [
								"Working to load and unload cargo from ships, dockhands are considered unruly, but many stay focused and work hard until the job is done. Some do celebrate the end of their work day with rowdy drinking."
							]
						},
						{
							"type": "pf2-h3",
							"source": "GMG",
							"page": 223,
							"name": "Farmer",
							"entries": [
								"Workers of the fields, vineyards, and orchards of the world, farmers are known for their rugged endurance and their skill with both plants and animals."
							]
						},
						{
							"type": "pf2-h3",
							"source": "GMG",
							"page": 224,
							"name": "Miner",
							"entries": [
								"Miners explore deep underground in search of minerals and rare materials, taking numerous precautions to keep themselves safe."
							]
						},
						{
							"type": "pf2-h3",
							"source": "GMG",
							"page": 224,
							"name": "Gravedigger",
							"entries": [
								"An often-overlooked group of laborers, gravediggers have a reputation for being as quiet and grim as their workplace. They are commonly strong and tough from their long hours of backbreaking labor, and they tend to have a unique perspective on life and death."
							]
						}
					]
				},
				{
					"type": "pf2-h2",
					"source": "GMG",
					"page": 224,
					"name": "Magistrates",
					"entries": [
						"Magistrates are the cogs and gears that keep bureaucracy running, moving the machine along under the inertia of the status quo.",
						{
							"type": "pf2-h3",
							"source": "GMG",
							"page": 224,
							"name": "Judge",
							"entries": [
								"These magistrates have the final say on the intent and spirit of the law. Properly exercised, the duty of a judge is the strict adherence to the law regardless of station, with minimal sentimentality toward rationalization and justification of why the law was broken. Yet expectations and practice are not always the same thing. For every unbiased justice, there is one who is zealously confident in their own agenda.",
								"In a court case or other legal proceeding, the judge is a 6th-level challenge."
							]
						},
						{
							"type": "pf2-h3",
							"source": "GMG",
							"page": 224,
							"name": "Tax Collector",
							"entries": [
								"Ledgers and marks, positive and negative flows, and levies and allotments are a tax collector's daily bread. Where coin is gained, from whom it is collected, and to whom is it disbursed are their main concerns; the collector is unconcerned with whether the taxed can afford it or take a loan to make up for any shortfall. However, tax collectors aren't immune to corruption: arrangements can be made, deals discussed, documents altered, or coin misappropriated. When dealing with matters of taxes and finance, the tax collector is a 3rd-level challenge."
							]
						},
						{
							"type": "pf2-h3",
							"source": "GMG",
							"page": 225,
							"name": "Harbormaster",
							"entries": [
								"There are three flows important to any port: the seaward and coastal flows, marked by the rise and fall of the tides, and the flow of trade. A harbormaster is expected to know the former two reflexively and encourage the latter while knowing jurisdictional rules of law. Often old hands of the sea, harbormasters find themselves anchored to a port by commitment, conflict, or reputation."
							]
						},
						{
							"type": "pf2-h3",
							"source": "GMG",
							"page": 225,
							"name": "Warden",
							"entries": [
								"Wardens are the chief guardians of borders and frontiers. Whether they stand watch over a single village or an entire region, wardens keep a vigilant eye out for outside threats to their charges. Wardens are stalwart folk, often called to duty by Erastil to protect those around them. Be it times of war or upon the frontier, wardens are often the balanced edge of a blade between a community and the wilds at its fringes."
							]
						}
					]
				},
				{
					"type": "pf2-h2",
					"source": "GMG",
					"page": 226,
					"name": "Mercenaries",
					"entries": [
						"A broad category that includes those wielding arms, spells, or even guile and cunning, mercenaries hire themselves and their expertise to those with the gold to pay for it.",
						{
							"type": "pf2-h3",
							"source": "GMG",
							"page": 226,
							"name": "Bodyguard",
							"entries": [
								"Hired to protect someone famous or powerful, bodyguards use intimidation, quick wits, and martial skill to keep their charges safe. Such mercenaries might be auxiliaries to a noble's own guards, but with special directives to safeguard their patrons."
							]
						},
						{
							"type": "pf2-h3",
							"source": "GMG",
							"page": 226,
							"name": "Mage for Hire",
							"entries": [
								"Not all mercenaries sell brawn and intimidating glares. Some sell their magical talents to earn a living. While there are many types of mages for hire, some of the sneakiest are specialized in divination, using their skills for infiltration and sabotage."
							]
						},
						{
							"type": "pf2-h3",
							"source": "GMG",
							"page": 226,
							"name": "Bounty Hunter",
							"entries": [
								"Bounty hunters are constantly on the move, whether within city walls or the wilderness, trailing their fugitive quarries for capture... or disposal. Often relying on stealth or deception as much as martial skill, bounty hunters employ a vast array of talents to accomplish their goals, not to mention to collect the hefty payout that follows."
							]
						},
						{
							"type": "pf2-h3",
							"source": "GMG",
							"page": 227,
							"name": "Monster Hunter",
							"entries": [
								"Some mercenaries eschew the complications of politics, oaths of service, and fealty and just get paid to hunt monsters. It's a straightforward form of mercenary service, often dangerous in the extreme, but one that can yield glory and fame."
							]
						}
					]
				},
				{
					"type": "pf2-h2",
					"source": "GMG",
					"page": 228,
					"name": "Mystics",
					"entries": [
						"Those initiated into the hidden truths and forbidden secrets of the world are forever transformed\u2014or so they claim. To the cynical, a mystic is nothing more than a charlatan or zealot. Others profess to sense an aura around such luminaries and treat them with reverence, lest they offend some harbinger of unspeakable doom.",
						{
							"type": "pf2-h3",
							"source": "GMG",
							"page": 228,
							"name": "Adept",
							"entries": [
								"Adepts have unlocked only the most minor occult mysteries of the universe. A few are chosen by accomplished practitioners for further training. Others volunteer to join a cabal by passing an initiation ritual."
							]
						},
						{
							"type": "pf2-h3",
							"source": "GMG",
							"page": 228,
							"name": "Harrow Reader",
							"entries": [
								"A harrow deck is a set of 54 cards with symbolic illustrations that serves as a sacred divining tool. Feared by the superstitious and avoided by those who know better than to tempt fate, harrow readers live and work in traveling communities, often moving from town to town as opportunities arise. For encounters involving social interaction, the harrow reader is a 3rd-level challenge."
							]
						},
						{
							"type": "pf2-h3",
							"source": "GMG",
							"page": 228,
							"name": "Cultist",
							"entries": [
								"Excessively zealous, a cultist finds exalted purpose in their sect. Never questioning their leader, they devote themselves to achieving their most perfect spiritual form."
							]
						},
						{
							"type": "pf2-h3",
							"source": "GMG",
							"page": 229,
							"name": "False Priest",
							"entries": [
								"Belief is perhaps the strongest force in the universe, driving many to great heights. Instilling a sense of belief and then using that belief against someone, however, is the discipline of a false priest. Combining their gifts of deception, a silver tongue, and an impeccable sense of timing, the false priest can gain influence among the powerful, entice a mark to dispose of all their possessions, and make a believer out of a cynic."
							]
						},
						{
							"type": "pf2-h3",
							"source": "GMG",
							"page": 230,
							"name": "Necromancer",
							"entries": [
								"Defiling the natural order and spitting in the face of convention, the necromancer remains dutifully committed to understanding what forces await beyond the mortal boundaries of life and death."
							]
						},
						{
							"type": "pf2-h3",
							"source": "GMG",
							"page": 230,
							"name": "Cult Leader",
							"entries": [
								"A career of mystical accomplishments combined with a lifetime of subterfuge and intimidation has elevated this occultist to a powerful position."
							]
						},
						{
							"type": "pf2-h3",
							"source": "GMG",
							"page": 231,
							"name": "Demonologist",
							"entries": [
								"Demonologists can pull a creature from the Abyss and bend it to their will... for a time."
							]
						}
					]
				},
				{
					"type": "pf2-h2",
					"source": "GMG",
					"page": 233,
					"name": "Officers",
					"entries": [
						"Larger societies rely on those with the authority and the ability to interpret and enforce laws. In good-aligned societies, these officials carry out their duties fairly. In neutral and evil ones, these officials can be harsh and cruel (with an altered alignment to reflect this), imposing severe punishments on those who can't pay for mercy.",
						{
							"type": "pf2-h3",
							"source": "GMG",
							"page": 233,
							"name": "Barrister",
							"entries": [
								"Barristers may serve as criminal prosecutors or as legal advocates, defending the rights of those accused of crimes or named as defendants in civil cases. In a court case or other legal proceeding, the barrister is a 4th-level challenge."
							]
						},
						{
							"type": "pf2-h3",
							"source": "GMG",
							"page": 233,
							"name": "Guard",
							"entries": [
								"Guards are rank-and-file members of a town watch or city guard, trained to look for trouble, take down criminals, and follow orders. They are a match for only the most fledgling of adventurers and criminals, but, given time, the settlement can usually muster them in numbers sufficient to neutralize most threats."
							]
						},
						{
							"type": "pf2-h3",
							"source": "GMG",
							"page": 234,
							"name": "Archer Sentry",
							"entries": [
								"Archer sentries slightly outrank the rank-and-file guards, taking positions on walls, garrisons, and other important locations where they can stay out of the fray and pick off criminals or assailants."
							]
						},
						{
							"type": "pf2-h3",
							"source": "GMG",
							"page": 234,
							"name": "Jailer",
							"entries": [
								"A jailer's primary responsibility is to keep prisoners from escaping. Jailers must often use force, or the threat of force, to keep their charges in line, as even the most carefully crafted cells, manacles, or chains can fail with time and persistence when the prisoners have the will to attempt an escape."
							]
						},
						{
							"type": "pf2-h3",
							"source": "GMG",
							"page": 235,
							"name": "Watch Officer",
							"entries": [
								"Watch officers are assigned to a certain area within a city or community. Often leading a small team of lower-ranking guards, they patrol those areas to maintain order and enforce laws. Watch officers get the job done, though their methods are not always gentle or kind. Because the watch officer is responsible to their superiors for their area, they sometimes need to make tough decisions between justice and effectiveness."
							]
						},
						{
							"type": "pf2-h3",
							"source": "GMG",
							"page": 235,
							"name": "Captain of the Guard",
							"entries": [
								"The captain of the guard leads a troop of soldiers who serve as security forces for a powerful individual, most often a high-ranking noble or very rich merchant, though this stat block could also represent a lower-ranking captain of the guard for the leader of a nation.",
								"A formidable opponent in their own right, the captain of the guard skillfully employs their troops to protect the life and health of their ward."
							]
						},
						{
							"type": "pf2-h3",
							"source": "GMG",
							"page": 236,
							"name": "Executioner",
							"entries": [
								"Executioners carry out sentences from cruel tyrants and legitimate rulers alike. Most remain numb to the necessity of their duty, but some evil executioners grow to love the power of having someone else's life in their hands."
							]
						}
					]
				},
				{
					"type": "pf2-h2",
					"source": "GMG",
					"page": 237,
					"name": "Performers",
					"entries": [
						"{@skill Performance}s can serve as entertainment, expressions of beauty, or part of a shared culture.",
						{
							"type": "pf2-h3",
							"source": "GMG",
							"page": 237,
							"name": "Dancer",
							"entries": [
								"Dance can be used to tell stories, share emotions, provide entertainment, and display a performer's athletic ability. The dancer is a 5th-level challenge for dance contests."
							]
						},
						{
							"type": "pf2-h3",
							"source": "GMG",
							"page": 237,
							"name": "Acrobat",
							"entries": [
								"Acrobats perform feats of agility, balance, and strength. The acrobat is a 5th-level challenge for contests of acrobatics and the like."
							]
						},
						{
							"type": "pf2-h3",
							"source": "GMG",
							"page": 238,
							"name": "Troubadour",
							"entries": [
								"Troubadours keep alive the traditional songs of their cultural and write original works to commemorate major events."
							]
						},
						{
							"type": "pf2-h3",
							"source": "GMG",
							"page": 238,
							"name": "Beast Tamer",
							"entries": [
								"Beast tamers bring the wild to civilization, rearing and training creatures to follow their commands and perform flashy tricks that entertain audiences."
							]
						}
					]
				},
				{
					"type": "pf2-h2",
					"source": "GMG",
					"page": 238,
					"name": "Publicans",
					"entries": [
						"Countless adventures begin in a tavern or a pub. Maybe it's because such places attract the risk-prone, or maybe it's because everyone needs a little liquid courage before they decide to take on a group of rampaging ogres.",
						{
							"type": "pf2-h3",
							"source": "GMG",
							"page": 238,
							"name": "Server",
							"entries": [
								"Always on the move from patron to patron, servers are the backbone of any tavern or eatery. Their work hones both their agility and their diplomacy."
							]
						},
						{
							"type": "pf2-h3",
							"source": "GMG",
							"page": 238,
							"name": "Barkeep",
							"entries": [
								"Barkeeps are often friends and mentors within a community, lending an ear while supplying libations. The best barkeeps have some talent for storytelling and passing on valuable advice."
							]
						},
						{
							"type": "pf2-h3",
							"source": "GMG",
							"page": 239,
							"name": "Innkeeper",
							"entries": [
								"The sight of an inn is a welcome one to any weary traveler. Innkeepers can often be found cleaning the common room, overseeing the evening meal, or settling in new lodgers. Innkeepers keep an eye on their neighbors' doings and are often excellent sources of information."
							]
						},
						{
							"type": "pf2-h3",
							"source": "GMG",
							"page": 239,
							"name": "Drunkard",
							"entries": [
								"Every tavern has one\u2014that person who drinks a little too much and starts a fight. While many drunkards are relatively harmless, a few have a hair trigger, and when they're set off come, no one\u2014even the drunkard themself\u2014can tell you what started the row."
							]
						}
					]
				},
				{
					"type": "pf2-h2",
					"source": "GMG",
					"page": 240,
					"name": "Scholars",
					"entries": [
						"True power comes from knowledge: the power to shape the growth of kingdoms by mere whispers, staying three steps ahead of adversaries, or even knowing which flora is best for creating untraceable poisons.",
						{
							"type": "pf2-h3",
							"source": "GMG",
							"page": 240,
							"name": "Librarian",
							"entries": [
								"Keepers of knowledge, librarians document discoveries, events, and laws. The best librarians record events twice; once for public record, and again to record how events truly unfolded. A librarian typically knows four to six additional languages, often including Elven and Draconic. A librarian is a 3rd-level challenge for encounters involving research."
							]
						},
						{
							"type": "pf2-h3",
							"source": "GMG",
							"page": 240,
							"name": "Teacher",
							"entries": [
								"The passing of knowledge and traditions from generation to generation is a time-honored occupation. Teachers exist to strengthen their populations with literacy, history, and advanced sciences, but most of all with inspiration. Most teachers provide general knowledge so their students are well rounded, but some are experts or even masters of a single discipline. A teacher typically knows three languages in addition to Common. For academic encounters, a teacher is a 4th-level challenge."
							]
						},
						{
							"type": "pf2-h3",
							"source": "GMG",
							"page": 241,
							"name": "Astronomer",
							"entries": [
								"Different cultures have created stories of the hows and whys of the universe, if things exist beyond the stars, and if the gods manipulate the heavenly bodies. But astronomers aren't interested in folktales\u2014they desire truth."
							]
						},
						{
							"type": "pf2-h3",
							"source": "GMG",
							"page": 241,
							"name": "Sage",
							"entries": [
								"The greatest knowledge comes from experience. Village elders, ancient seers, and advisors to royalty are examples of individuals who are valued for their experiences. Sages serve their people as much as their sovereigns. They educate and try to prevent their people from straying from their cultures' acceptable norms and traditions. Sages rarely take power for themselves, as they take their responsibility seriously to guide wisely and empower those they serve."
							]
						}
					]
				},
				{
					"type": "pf2-h2",
					"source": "GMG",
					"page": 242,
					"name": "Seafarers",
					"entries": [
						"Adventurers may need passage on a swift vessel, or they might face danger from raiders at sea or in coastal settlements.",
						{
							"type": "pf2-h3",
							"source": "GMG",
							"page": 242,
							"name": "Navigator",
							"entries": [
								"A navigator uses celestial bodies and shipping lanes to determine routes. For noncombat tasks involving navigation or sailing, the navigator is a 4th-level challenge."
							]
						},
						{
							"type": "pf2-h3",
							"source": "GMG",
							"page": 242,
							"name": "Pirate",
							"entries": [
								"These scourges of the seas are a threat to anyone who spends time away from land."
							]
						},
						{
							"type": "pf2-h3",
							"source": "GMG",
							"page": 243,
							"name": "Bosun",
							"entries": [
								"A ship's boatswain, or bosun, leads the deckhands who maintain the ship."
							]
						},
						{
							"type": "pf2-h3",
							"source": "GMG",
							"page": 243,
							"name": "Ship Captain",
							"entries": [
								"The captain is the ultimate authority on a vessel, responsible for the livelihood and well-being of everyone on the ship."
							]
						}
					]
				},
				{
					"type": "pf2-h2",
					"source": "GMG",
					"page": 244,
					"name": "Tradespeople",
					"entries": [
						"Every settlement needs tradespeople to create new products, facilitate commerce, and keep the infrastructure from crumbling. Larger cities often have entire guilds dedicated to the creation of specific goods, managing worker conditions, and working with local governments.",
						{
							"type": "pf2-h3",
							"source": "GMG",
							"page": 244,
							"name": "Apprentice",
							"entries": [
								"Ambitious apprentices can be found in all cities. These individuals are generally younger and seek the approval of their masters as they learn their craft. Many yearn to exemplify the artistry behind their craft, one day becoming masters themselves.",
								"Depicted below is an apprentice cartographer."
							]
						},
						{
							"type": "pf2-h3",
							"source": "GMG",
							"page": 244,
							"name": "Merchant",
							"entries": [
								"Small settlements can typically support one or two generalist merchants, and larger cities house multiple specialists\u2014experts in one type of product.",
								"Merchants can be found anywhere: vendors hustling in the public square, shopkeepers running small storefronts, traveling salespeople in carriages or caravans, or wealthy tycoons running entire organizations devoted to commerce.",
								"For encounters involving negotiation or mercantile skill, a merchant is a 4thlevel challenge. A merchant might have an additional {@skill Lore} skill about a specific category of item (such as jewelry or magic weapons), with a total skill bonus 2 higher than {@skill Lore||Mercantile Lore}."
							]
						},
						{
							"type": "pf2-h3",
							"source": "GMG",
							"page": 245,
							"name": "Smith",
							"entries": [
								"Most smaller communities have at least one smithy where locals and travelers can have horses shod or equipment repaired. Larger settlements and cities often have a variety of smiths, many specializing in blacksmithing, weapon smithing, armor smithing, or even smelting coins in a mint. The smith is a 6th-level challenge when competing with smithing or other crafting tasks."
							]
						},
						{
							"type": "pf2-h3",
							"source": "GMG",
							"page": 245,
							"name": "Guildmaster",
							"entries": [
								"In cities, artisans working in a common trade often form guilds to set standards of quality, establish common prices, engage in collective bargaining with business owners, and lobby local governments for favorable laws. The guildmaster\u2014often a master artisan in their own right\u2014also acts as an administrator and politician, advocating for artisans in their trade. The guildmaster is a 12th-level challenge when competing in crafting or their area of expertise (architecture in the example below)"
							]
						}
					]
				},
				{
					"type": "pf2-h2",
					"source": "GMG",
					"page": 246,
					"name": "Villains",
					"entries": [
						"Villains pursue selfish and cruel goals, trampling over anyone foolish or purehearted enough to stand in their way.",
						{
							"type": "pf2-h3",
							"source": "GMG",
							"page": 246,
							"name": "Saboteur",
							"entries": [
								"Saboteurs excel at infiltration, using it to perform destructive acts, whether they are the physical destruction of a valuable object or obstructing important political proceedings. Unlike those of spies, the motivations of saboteurs is not to steal information, but rather to sow chaos among their enemies."
							]
						},
						{
							"type": "pf2-h3",
							"source": "GMG",
							"page": 246,
							"name": "Mastermind",
							"entries": [
								"Masterminds weave long-ranged plots to see their nefarious goals come to fruition, deftly manipulating those around them, and turning enemies into friends and then pitting them against one another. When competing in a social or intellectual arena, the mastermind is a 7th-level challenge."
							]
						},
						{
							"type": "pf2-h3",
							"source": "GMG",
							"page": 247,
							"name": "Antipaladin",
							"entries": [
								"There is perhaps nothing more anathematic to peace than an antipaladin.",
								"Dedicated holy warriors to the darkest and foulest of deities, antipaladins work to fulfill the vile wishes of their evil masters. The zeal with which they implement the plans of dark gods makes them truly fearsome foes for anyone allied with the forces of good."
							]
						},
						{
							"type": "pf2-h3",
							"source": "GMG",
							"page": 248,
							"name": "Despot",
							"entries": [
								"Despots live to amass and exploit power over others."
							]
						},
						{
							"type": "pf2-h3",
							"source": "GMG",
							"page": 248,
							"name": "Reckless Scientist",
							"entries": [
								"It's the reckless scientist's job to break the rules of reality, no matter the cost."
							]
						},
						{
							"type": "pf2-h3",
							"source": "GMG",
							"page": 249,
							"name": "Gang Leader",
							"entries": [
								"Cutthroats, killers, thieves, and toughs prey upon the vulnerable of society. Directing their activities and keeping them in line are the duties of the gang leader."
							]
						}
					]
				}
			]
		}
	]
}
