While running games as a GM in Northern Reaches, you will earn GMP at a regular rate. This GMP increases the range and scale of rewards that you can offer to Players in your sessions and also can be consumed to work with the GM Council to create custom rewards or to plan large-scale raids that impact the entire Reaches. GMs can choose to donate GMP towards another GM's purchase of any consumable GMP perks, though they cannot participate in the session where that consumable GMP perk is awarded.
As you reach certain milestones of total GMP earned throughout the season, you will unlock Perk Slots for selecting the unique Perks from the table below. Each GM will start with ONE of these Perk Slots by default. Every time you unlock a new slot, you may immediately select a Perk for that slot. You may also replace one slotted perk with another to which you have access every THREE weeks whenever the town increases in level. Some Perks act as upgrades for others, and list any perks that they require in order to be slotted.
Once a Perk is slotted, you as a GM can decide when and how that perk is activated within your sessions. You may disable and enable them freely during a session as long as it is made clear to the players of the session. If the Perk awards any Bonus XP, you should round the Bonus XP generated to the nearest 1/3 of an hour if the Perk is only activated for a portion of the session.
Active Perks that award Bonus XP or Bonus Treasure are capped to TWO concurrent bonuses, up to a maximum of +30 XP/HR OR +30% Treasure Budget, no matter how many similar perks you have slotted.
1
0 GMP - Available to all new GMs
2
5000 GMP
3
10000 GMP
4
15000 GMP
5
20000 GMP
6
25000 GMP
7
30000 GMP
Perk Name
Maximum Slotted
Description
Celestial Beads
1
While "Celestial Beads" is active, all encounters that are at night and outside are empowered by specific constellations which reward unique Celestial Beads.
GMs can decide which constellation is active based on theme or roll once to determine for the session. Either way, it is suggested but not required to indicate the active constellation ahead of the session. The Celestial Beads together fill a woven bracelet similar to how the constellations form a tapestry of light in the sky. Each day when you invest the Celestial Beads you may select one Passive effect and one Active effect from the beads you have gathered. The Celestial Beads must be invested and are considered an Epic item. They say that good fortune is sure to follow anyone who manages to collect all of the Celestial Beads.
See the "Celestial Beads" section in the GMP Perk Appendix.
Deal With the Devil
1
Unlock the ability for a devil (or other mythical creature) to offer characters trades in the form of their life in exchange for items or boons. Each deal afflicts the character with a permanent stack of doomed, though they can choose to take as many deals as desired. The doomed condition applied in exchange for these deals is permanent and cannot be removed by any means outside of campaign events and clocks. When a deal is stuck, the devil will offer a small referral fee to the GM of 100 XP / GMP.
See the "Deal with the Devil" section in the GMP Perk Appendix.
Deal With the Devil II
1
Requires the "Deal with the Devil" perk as well as 2x successful deals with players.
Deepen your relationship with the contract devils in your games, allowing you to craft your own deals to offer to players at a greater price. Work with the GM Council to create unique additional options to the deals made by your contract devils.
Deepening Doom
3
Unlock the ability to add bonus XP / Hour to games while having all players start at Doomed. Once slotted, this perk can be used as desired within your games to add increased risk and reward. For each doomed stack applied (up to the maximum number of Deepening Doom perks you have slotted), add EITHER +15XP/Hour OR +15% Treasure Budget.
If a player that would enter has a permanent doomed debuff from any other source, they stack though the player will not instantly die if this doomed value surpassses the maximum dying value for the character unless they are knocked unconscious or another doomed stack is applied.
Enchanted Harrow Deck
1
While "Enchanted Harrow Deck" is active, each enemy creature encountered has exceptional fortune and gains a single use, free-action ability to force the escalation of a failure, but not critical failure, to a success on an attack or skill check. When a Severe+ encounter is defeated while this effect is active, each player involved receives one card they were missing for their own personal Enchanted Harrow Deck.
After getting the first card of the set, players can invest the Enchanted Harrow Deck (which is considered an Epic item) and gain 1x Charge each day for use of the abilities below. For every 18 cards the players have collected out of the total 54, they gain an additional 1x Charge up to 4x Charges total each day.
(1 Action, Manipulate) Consume 1x Charge. Roll a d6 and a d20. The d6 determines which suit you get (which ability score it applies to). Instead of rolling normally, the d20 can substitute any roll the player would make or that would target the player within the next minute that uses that ability score (save, attack, or skill). This is a fortune or misfortune effect.
(1 Action, Manipulate) Consume 2x Charges. Roll a d20. Fate nudges you in the necessary direction, you choose the suit (which ability score it applies to). Instead of rolling normally, the d20 can substitute any roll the player would make or that would target the player within the next minute that uses that ability score (save, attack, or skill). This is a fortune or misfortune effect.
(2 Action, Manipulate) Consume 3x Charges. You and each ally in 60ft rolls a d6 and a d20. The d6 determines which suit you get (which ability score it applies to). Instead of rolling normally, the d20 can substitute any roll the player would make or that would target the player within the next minute that uses that ability score (save, attack, or skill). This is a fortune or misfortune effect.
Fractured Time
1
At the end of each round, roll 1d4 with a cumulative +1 bonus applied for each round since the last time the effect triggered; on a result of 4+ or higher, time fractures and all creatures who are not delaying reroll their initiative. Creatures that are Delayed do not roll and instead can choose when to re-enter initiative as normal. This reroll does not trigger any free action abilities or passives that would be normally triggered at the start of combat. After rerolling, whichever enemy creature rolled lowest is automatically moved to the top of initiative before the round starts.
While "Fractured Time" is active, add EITHER +15XP/Hour OR +15% Treasure Budget.
Hopefully Heroic Reputations...
1
Encountered intelligent creatures under GM control each can take a single free-action ability to automatically succeed at a Recall Knowledge against a player due to their growing reputation. They can use this recall knowledge to gather information about the combat abilities of the player as normal or to recall past deeds (or misdeeds) of the player. If the creature choose to recall past deeds, the next Charisma, Wisdom, or Intelligence based check they make targeting or in response to the player is also made with Advantage.
While "Hopefully Heroic Reputations..." is active, add EITHER +15XP/Hour OR +15% Treasure Budget.
Inclement Weather
1
Unlocks the ability to use "Inclement Weather" to increase the elemental danger in your games while increasing rewards for players. GMs can decide to use specific inclement weather or roll throughout the adventure as desired. It is recommended, but not required, to decide on and include the weather in the session post before the session begins. While "Inclement Weather" is active, add EITHER +15XP/Hour OR +15% Treasure Budget.
See the "Inclement Weather" section in the GMP Perk Appendix.
Magical Fountain
1
Unlock a magical fountain that can increase player primary attributes (or decrease them) as well as provide some other unique benefits based on a roll of the dice. Each character can only benefit from a particular magic fountain once.
A character cannot receive duplicate boons or banes. If they roll an effect they are ineligible to receive, they may roll on the table again. Either way, the character is then ineligible to drink from the same GM's fountain again in the current or any future session. The bonuses granted by the fountain fully increase the attribute modifier of the player by 1 and do not interact with 'Attribute Boosts'.
You cannot use a Hero Point to reroll a fountain roll.
See the "Magical Fountain" section in the GMP Perk Appendix.
Magical Fountain II
1
Requires the "Magical Fountain" perk as well as 5x players having drank from your fountain.
Any character who drinks from the Magical Fountain can choose to pay a soul tithe of 4000 XP to roll twice at the fountain and choose their desired outcome between both options. If one outcome would be forced to reroll for any reason, you may reroll that outcome as normal.
Masks of the Seasons
1
While "Masks of the Seasons" is active, there is a low chance to encounter creatures wearing an intricately carved and blessed mask known as a "Mask of Seasons". Any creatures wearing these masks are gifted a sense of self, the ability to speak common, and an intelligence of -1 if they originally had lower. These masks are considered "Epic Items" and are blessed with unique passive and activatable bonuses dependent on which season the intricate mask represents.
If the encounter creatures are defeated, provided sufficient aid, or otherwise significantly convinced to part with the mask, then it will be given as treasure to the party. That said, these masks are considered a blessing of the region, and a creature will not easily part with its mask without significant reason.
See the "Masks of the Seasons" section in the GMP Perk Appendix.
Mirages & Reflections
1
At the start of each encounter, decide on a set of creatures that equal between 30%-50% of the encounter budget. The selected creatures appears alongside a single illusory reflection in a square within 30 feet that acts, attacks, has passives, and deals damage like its source creature. A reflection vanishes when it is hit by an attack, fails a saving throw against a damaging effect, or when a creature uses a single action with the concentrate trait to examine it and succeeds at a Perception check against a level-based DC for the enemy.
While "Mirages & Reflections" is active, add EITHER +15XP/Hour OR +15% Treasure Budget.
Mutant Monsters
1
All encountered creatures gain a random mutation from a table, randomly adding abilities and actions to those creatures. You can choose if this perk applies to any given session that you run. While "Mutant Monsters" is active, add EITHER +15XP/Hour OR +15% Treasure Budget.
See the "Mutant Monsters" section in the GMP Perk Appendix.
Not Everything is as it Seems
1
Every creature under GM control can roll with Advantage on Lies and Sense Motive checks (this is a fortune effect). Also, any time players attempt a Sense Motive check against these creatures, they roll with Disadvantage (this is a misfortune effect and can be cancelled out by fortune effects as normal). GMs can use this uncanny ability to lie to lure players into dangerous or otherwise disadvantageous situations, though these should still be winnable given smart play and strategy.
While "Not Everything is as it Seems" is active, add EITHER +15XP/Hour OR +15% Treasure Budget.
Quicksilver Tonic
1
Unlock the ability to award all party members a consumable item known as "Quicksilver Tonic" that can be consumed In Town as a free action in order to grant the user an additional In Town Reaction. Once slotted, the GM can ONCE per week choose to replace a Severe encounter's worth of treasure with a grant of a Quicksilver Tonic for each party member. Quicksilver Tonic can be exchanged through the use of Trade actions In Town and can be consumed to immediately grant a reaction to that Trade if desired.
Scouting Party
1
Players can consume In Town Actions to gain information on your scheduled session such as recalling knowledge on notable creatures. You can determine if this has a cost of Resources / Gold up to a Low Encounter of value or if it requires them to succeed at specific skill checks. For each action taken in this way, gain 50 GMP. You can decide which of your sessions are eligible for this perk after purchasing and how many times it can be performed for each individual session.
Time is Money Friends
1
Unlock the ability to award all party members an additional In Town action that can ONLY be used to complete In Town RP Jobs. Once slotted, the GM can ONCE per week choose to replace a Severe encounter's worth of treasure with a grant of this additional action. This should be flavored as some unique consumable, assistance from NPCs, or form of unique magic that provides the party with additional time.
Traveling Merchant
1
Unlock the ability for a Traveling Merchant to be available ONCE per week within your session offering a random selection of uncommon / rare goods appropriate for the current level. A roll table will be provided by the GM Council and kept up to date for each level of items that the merchant offers.
When encountered, roll d4+2 to determine the number of items offered, then roll that many times on the Traveling Merchant random table to determine their inventory.
Villain Points
1
Unlock the ability to add Villain Points to your session as desired. You begin the session with 1x Villain Points that can be used to reroll a single check made by a creature under GM control. You gain an additional 1x Villain point at the start of every following hour. Each creature encountered can only benefit from at most 1x Villain Point during any session. While "Villain Points" are active, add EITHER +15XP/Hour OR +15% Treasure Budget.
Perk Name
GMP Cost
Description
Custom Treasure
0
Unlock the ability to create a custom treasure of up to PL+1 that is considered "Balanced Homebrew" in power and follows typical Pathfinder item building rules. This item counts as 100% of its normal cost when calculating treasure budget for the adventure. This item requires GM Council approval and can be awarded freely after approval.
Custom Treasure (Rare)
2000
Unlock the ability to create a custom treasure of up to PL+2 that is considered "Balanced Homebrew" in power and follows typical Pathfinder item building rules. This item will have the "Rare" trait and count as 50% of its normal cost when calculating treasure budget for the adventure. This item requires GM Council approval and should require the players to face a reasonable challenge to be rewarded.
Custom Treasure (Epic)
5000
Unlock the ability to create a custom treasure of up to PL+2 that is considered "Pushing the Boundaries" in power and can contain unique abilities or passives not found typically in other Pathfinder items. These items do not count against the session's treasure budget. This item requires GM Council approval and should require the players to face a significant challenge to be rewarded. These items will have the "Epic" trait and must be invested.
Please see the "Build Custom Items" Appendix in the GM Guide for more details.
Custom Treasure for All
5000
Unlock the ability to create a custom treasure of up to PL+2 that is considered "Balanced Homebrew" in power and follows typical Pathfinder item building rules. You can award this treasure to all party members in the session or raid in which it was acquired. These items do not count against the session's treasure budget. This item requires GM Council approval and should require the players to face a significant challenge to be rewarded.
Dragon's Hoard
1000
You may add a Severe encounter's worth of Gold to an encounter that has not already benefited from a consumable GMP Perk.
Epic Resource
1000+
You must spend a minimum of 1000 GMP, but you may spend additional GMP beyond the base as desired to grant an Epic Resource such as:
• Frost drake hide
• Pristine magic crystal
• Ancient totem
These may be granted as part of a reward during your session. This resource can then be used in future sessions to discount the cost of Custom Treasure perks by the same amount as you paid, for any GM.
These resources may also be:
• Turned in for relevant clocks
• Used to discount the purchase of "Forge Item (Epic)" player perks
This allows you to award unique resources to players that they can then create Quests in the future to further refine or craft with any GM or to use the "Forge Item (Epic)" perk to carve a more specific path for the item that is created.
Exceptional Treasure
1500
You may add an existing PL+2 Pathfinder item as treasure to an encounter that has not already benefited from a consuamble GMP Perk. If this item is consumable, you can award up to 5x copies of the item. This item counts as 50% of its normal cost when calculating treasure budget for the adventure.
Rare Resources
1000
You may add a Severe encounter's worth of Resources to an encounter that has not already benefited from a consumable GMP Perk.
Raid Time
10000
Unlock the ability to work with the GM Council to design and run a raid session that will have a resounding impact on the world of the Northern Reaches. This raid should be tied to the stories told by the players in the sessions that you have been running. The raid can take the form of a single large session or a few smaller but adjoined sessions with up to 12 total players. The raid awards +50% increased treasure budget, +60 bonus XP/HR, Custom Treasure (Epic), and Custom Treasure for All.
Please see the "Raids" Appendix of the GM Guide for more details on how to prepare for and run a raid.
Replace Perk
2000
Replace a single slotted GMP Perk with another that you are eligible to take. This can be taken as many times as desired to replace perks outside of the free GMP Perk swap granted every time the campaign increases in level.